#Spyraxi's Mods & Utilities

232 messages · Page 1 of 1 (latest)

spare wasp
#

Mods

Coming soon:

  • idk yet

Utilities (for mod devs)
I've been collaborating with Venomaus, merging most of my utilities into SOD.Common https://discord.com/channels/561162895887695883/1184988380925284506. My future mods will require SOD.Common as a dependency. If you are using r2modman or Thunderstore Mod Manager, they should download the right version of SOD.Common for you if you don't already have it. Other mod utilities I'm working on which don't fit with SOD.Common will be released separately.

#

FAQs
Q.) Why not use BepInEx Bleeding Edge?
A.) I'm pretty sure BepInExConfigManager does not work on the Bleeding Edge version, and the mod feels a lot worse to play with when there isn't a way to adjust settings in-game. A BE version will be out soon
Q.) Can you make only some lightbulbs not unscrewable / passcode notes not readable?
A.) Yes, I'd like to, but the game constantly spawns/unspawns things like passcode notes and lightbulbs which makes this complicated to set up. I'll continue to work on it but it might take some time.

tulip merlin
#

This sounds fantastic, thank you for making it.

swift python
#

Looks good bro

spare valley
#

is it possible to install it with the mod manager ?

spare wasp
spare valley
#

Yeah 😅

stoic mural
#

Mod's not working

#

This is how I have it installed, did I do it wrong?

spare wasp
#

@stoic mural I think it should work, what does your LogOutput file under ShadowsOfDoubt/BepInEx/ say?

#

It does not look like you have BepInExConfigManager installed (use the repo link to find the right version), so you won't get the in-game config window without that. The default enabled options are limited, so the one thing you'd probably notice without editing the config using BepInExConfigManager or manually at BepInEx/config/GameBalanceOptions.cfg is that you can't use public crunchers legally.

stoic mural
#

I guess that was the issue.

#

I'll add it and see what happens, thanks

#

It still didn't work.

#

I even made sure to add the patches folder for BepInExConfigManager

#

I'm also not getting a config file for GameBalanceOptions

spare wasp
#

what does your LogOutput file say?

stoic mural
#
  at UniverseLib.Universe.Log (System.Object message, UnityEngine.LogType logType) [0x00025] in <be96c2b7542c4f05b297e016b309e7a7>:0 
  at UniverseLib.Universe.Log (System.Object message) [0x00000] in <be96c2b7542c4f05b297e016b309e7a7>:0 
  at UniverseLib.Universe.Init (System.Single startupDelay, System.Action onInitialized, System.Action`2[T1,T2] logHandler, UniverseLib.Config.UniverseLibConfig config) [0x00066] in <be96c2b7542c4f05b297e016b309e7a7>:0 
  at UniverseLib.Universe.Init (System.Action onInitialized, System.Action`2[T1,T2] logHandler) [0x00000] in <be96c2b7542c4f05b297e016b309e7a7>:0 
  at SpyraxiCore.Plugin.Load () [0x00000] in <9e0c149f6c0b479fbc1f14d6c06ce855>:0 
  at BepInEx.IL2CPP.IL2CPPChainloader.LoadPlugin (BepInEx.PluginInfo pluginInfo, System.Reflection.Assembly pluginAssembly) [0x00011] in <e9997477cd8143c9a348224def0a337e>:0 
  at BepInEx.Bootstrap.BaseChainloader`1[TPlugin].LoadPlugins (System.Collections.Generic.IList`1[T] plugins) [0x0025c] in <16694cdb03bf4887828a298c286d045b>:0 
[Warning:   BepInEx] Skipping [GameBalanceOptions 3.1.1] because it has a dependency that was not loaded. See previous errors for details.
#
[Error  :AssemblyPatcher] Failed to run initializer of com.sinai.bepinexconfigmanager.patcher: System.IO.FileNotFoundException: Could not load file or assembly 'System.Runtime, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies.
File name: 'System.Runtime, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
  at BepInEx.Preloader.Core.Patching.AssemblyPatcher.PatchAndLoad () [0x0003b] in <55b4399c57864cdebf36e7eb06be6ed7>:0 
spare wasp
#

That's odd, I wonder what's going on. Only thing that I can see right now is that there is a problem between SpyraxiCore and UniverseLib.IL2CPP.Unhollower. Is the UniverseLib you are using in your plugins folder the same one included with the download?

stoic mural
#

Yes

spare wasp
#

I'll try to do a fresh install on my end to see if I can replicate the issue

stoic mural
spare wasp
# stoic mural Question, I just noticed that it says here that the current version of BepInEx d...

It's a weird situation. BIE BE is what everyone is moving their mods to for Thunderstore support, but everyone to this point had been using BIE 0.6-pre.1. BalanceOptions is only out for BIE 0.6-pre.1 right now (but I have a BIE BE version that I will upload to Thunderstore soon). I ported BepInExConfigManager to BIE BE so that BalanceOptions and other mods could use it for BIE BE, so that's what's in that mod-releases thread. The BIE 0.6-pre.1 version of BepInExConfigManager is on a separate github page that the BalanceOptions repo links to.

stoic mural
#

Ngl that hurty my brain

#

But I also plan to learn Unity in the future so I guess I gotta start somewhere

spare wasp
stoic mural
#

I don't use BE

spare wasp
#

ya it sounds like I still have to figure out what's wrong on BepInEx 0.6-pre.1 with SpyraxiCore

#

it might be one of the other mods conflicting, idk

stoic mural
#

If it's a conflict then I can wait for a fix I guess

spare wasp
#

Game Balance Options Mod

spare wasp
# stoic mural If it's a conflict then I can wait for a fix I guess

I found the problem and released a fix as v3.1.2. The issue would only happen if you did not have either UnityExplorer or BepInExConfigManager installed along with GameBalanceOptions. The intent was for those plugins to be optional. I've released the same fix across all versions of the mod. More info: #⚙modding-general-chat message

supple creek
#

LOL
(this is on a 30k+ apartment)

spare wasp
# supple creek LOL (this is on a 30k+ apartment)

lol. yeah I'm not happy with repricing right now. I'll probably take that out of this mod at some point and put out a separate mod for adjusting prices etc. For now, maybe just turn the option off temporarily while buying stuff that would have a stupidly high price.

spare valley
#

Hello so the installation instructions are the same as before?

spare wasp
#

FYI: I don't have a lot of time now for improving the mod, but I'll see what I can do to keep it working on stable/default builds of the game (I'll check that it works with 34.02 soon). I can't promise support for experimental builds. I'm hoping to have more time in a few months to make improvements or release new mods.

wintry turtle
#

For what it's worth, the mod is working just fine on experimental for me

stuck basalt
#

I think it'd be nice to have customizable delay before new killer attacks (like average delay and a delay offset for RNG).

spare wasp
stuck basalt
#

Average and offset would work this way:

  1. Let's say average is 24 hours and offset is 18 hours => new murderer starts killing after no less than 24-18=6 hours minimum, and no more than 24+18=42 hours maximum after previous case is closed.
spare wasp
# stuck basalt Average and offset would work this way: 1) Let's say average is 24 hours and off...

Gotcha. I haven't dug too far into how to actually force a murder to happen and be discovered instantly. If I had control over that, then I could implement what you're suggesting. I'm pretty sure that the game decides the circumstances of the murder and then coordinates it so that time of day / work schedule / location of murderer and victim are aligned. @wintry turtle Do you think its possible to force an instant murder/discovery? Feel free to message me or make a thread on mod-discussions/other server/wherever.

stuck basalt
#

If the game does indeed work that way, the best course of action would be to delay the decision that it makes for new murderer's first victim. In any case, I'm not gonna insist on a feature if it's too annoying to bother with.

spare wasp
wintry turtle
#

in terms of what is being suggested, I read that differently though - I read that as instead of your 'instant' murder setting you have right now, change it to be a configurable delay? which should be doable

#

in terms of forcing an instant discovery.. not much idea, but it definitely would be messy and I wouldn't probably suggest it

brazen meteor
#

Not sure why, but I'm getting this error in the console

[Error  :   BepInEx] System.InvalidOperationException: Sequence contains more than one matching element
   at System.Linq.ThrowHelper.ThrowMoreThanOneMatchException()
   at System.Linq.Enumerable.TryGetSingle[TSource](IEnumerable`1 source, Func`2 predicate, Boolean& found)
   at System.Linq.Enumerable.Single[TSource](IEnumerable`1 source, Func`2 predicate)
   at SpyraxiCore.ModHelpers.FindSingleWithCast[T](String name) in /opt/atlassian/pipelines/agent/build/SpyraxiCore/ModHelpers.cs:line 120
   at GameBalanceOptions.GovDatabaseProhibitedInMedicalCommand.OnSettingChanged(Boolean newValue) in /opt/atlassian/pipelines/agent/build/GameBalanceOptions/Commands/GovDatabaseProhibitedInMedicalCommand.cs:line 36
   at SpyraxiCore.ModCommand`1.NotifyGameStarted() in /opt/atlassian/pipelines/agent/build/SpyraxiCore/ModCommand.cs:line 57
   at GameBalanceOptions.Plugin.OnPluginEnabled(Boolean isEnabled, Boolean firstTimeThisGame) in /opt/atlassian/pipelines/agent/build/GameBalanceOptions/Plugin.cs:line 114
   at GameBalanceOptions.Plugin.<Load>b__14_0(Object _, SettingChangedEventArgs args) in /opt/atlassian/pipelines/agent/build/GameBalanceOptions/Plugin.cs:line 61
   at BepInEx.Configuration.ConfigFile.OnSettingChanged(Object sender, ConfigEntryBase changedEntryBase) in /home/runner/work/BepInEx/BepInEx/BepInEx.Core/Configuration/ConfigFile.cs:line 585
#

and nothing the mod does actually works

#

I also installed manually cuz that's just what I'm used to, didn't know there was a mod manager.

brazen meteor
#

Completely reinstalled everything but with the mod manager, and it still doesn't work, I'm guessing it just hasn't been updated yet?

spare wasp
#

looks like the problem could be related to a game update, I'll check and see

brazen meteor
#

🙏

spare wasp
#

@brazen meteor ok I've tested it and reproduced the issue. Unfortunately, disabling the "Gov Database Prohibited in Medical" option isn't a workaround, so I'll have to release an update to fix it. I'll see if I can do that today

brazen meteor
#

Sweet!

#

Can't wait

#

Take your time tho no rush

spare wasp
#

@brazen meteor I've released the fix on Bitbucket (v3.1.3), and it should be on Thunderstore soon. The fix prevents the error, but I'm pretty sure the "Gov Database Prohibited in Medical" option doesn't work due to what I think is a bug that seems to have been recently introduced into the game. Everything else does work though.

For those wanting technical details 🔎 ,|| it seems like there are now two EnforcerOffice and Hospital location presets, when there used to be one of each. Seems like a bug to me, but I can't say for sure. I originally wrote the "Gov Database Prohibited in Medical" code to expect only one of each, and to throw an error if more than one of either preset was found. The error prevented any other parts of the mod from loading. I rewrote the code to accommodate multiple of each type of preset, which prevents the error from showing... but in limited testing the Gov Database seemed to show up on the Medical crunchers regardless of whether that option was enabled or not.||

wintry turtle
#

definitely sounds like a bug, i wonder if that's a bug from addressables

haughty light
#

Is anyone able to help me with the install of this mod? Tried both methods of manual and thunderstore but just can't seem to get it to load in game.

spare wasp
haughty light
spare wasp
#

Do you have BepInEx logs from when you run the mod and it doesn't load which you can send me here or in a dm?
On Windows:
Manual: <steam dir>\BepInEx\LogOutput.log (I think)
Thunderstore: C:\Users\<your account>\AppData\Roaming\Thunderstore Mod Manager\DataFolder\ShadowsofDoubt\profiles\<the mod profile>\BepInEx\LogOutput.log

warped smelt
#

Mod is failing to load for me. It doesn't show up on ConfigManager. Here is the error: [Error : BepInEx] Error loading [SpyraxiCore 2.0.1-BE667]: HarmonyLib.HarmonyException: Patching exception in method null ---> System.ArgumentException: Undefined target method for patch method static void SpyraxiCore.HarmonyHooksV33_17+MainMenuController_StartSave::Prefix() at HarmonyLib.PatchClassProcessor.PatchWithAttributes(MethodBase& lastOriginal) at HarmonyLib.PatchClassProcessor.Patch() --- End of inner exception stack trace --- at HarmonyLib.PatchClassProcessor.ReportException(Exception exception, MethodBase original) at HarmonyLib.PatchClassProcessor.Patch() at HarmonyLib.Harmony.<PatchAll>b__11_0(Type type) at HarmonyLib.CollectionExtensions.Do[T](IEnumerable`1 sequence, Action`1 action) at HarmonyLib.Harmony.PatchAll(Assembly assembly) at HarmonyLib.Harmony.PatchAll() at SpyraxiCore.Plugin.Load() in /opt/atlassian/pipelines/agent/build/SpyraxiCore/Plugin.cs:line 31 at BepInEx.Unity.IL2CPP.IL2CPPChainloader.LoadPlugin(PluginInfo pluginInfo, Assembly pluginAssembly) in /home/runner/work/BepInEx/BepInEx/Runtimes/Unity/BepInEx.Unity.IL2CPP/IL2CPPChainloader.cs:line 134 at BepInEx.Bootstrap.BaseChainloader`1.LoadPlugins(IList`1 plugins) in /home/runner/work/BepInEx/BepInEx/BepInEx.Core/Bootstrap/BaseChainloader.cs:line 411 [Warning: BepInEx] Skipping [GameBalanceOptions 3.1.3-BE667] because it has a dependency that was not loaded. See previous errors for details.

spare wasp
terse forge
# spare wasp Yeah the mod broke due to the Cheats and Liars update. I'm going to wait until a...

I just wanted to say how amazing I think this mod is. Thank you for putting your time into it. I'm sorry that I missed the last time that it was operative. I'm a streamer and I've already done one long playthrough of SoD live. It gave me time to think about what I'd like to see with difficulty scaling in the future updates. When I saw this mod, I was thinking about how much it would enhance the next playthrough.

The upside is now I'm setup to run modded SoD. Can't wait to hear Game Balance Options is back up. Thanks again.

spare wasp
spare wasp
#

Spyraxi's Mods & Utilities

spare wasp
loud summit
#

Holy shit godsend

hasty wind
hidden grove
spare wasp
spare wasp
lapis breach
spare wasp
spare wasp
lapis breach
#

Heck yep brother 💪

spare wasp
#

Initial release of Guns mod is uploading to Thunderstore now

spare wasp
#

Report any issues and provide feedback in this thread... I'm going to bed. Have fun!

rotund fog
#

Seem to be working great from my first interaction with the mod. Great job

glad sedge
#

Idea: A button that lets you scream at a suspect while your gun is drawn, like a warning "GET ON THE GROUND"...and there's a chance the suspect will kneel there to be handcuffed.

#

So you can subdue them without firing a shot theoretically.

rotund fog
#

We just had a bug on an old save after installing the mod I think. We couldn't swing the sword. We have the option to aim, but even when "aiming" we couldn't swing it

spare wasp
# glad sedge So you can subdue them without firing a shot theoretically.

Nice idea, I think it'd be easy to make the player shout something on cue, but getting citizen AI to do anything can be tough. Could also make that a separate mod that ties into this one but still works when you are holding any weapon, but with a different level of effectiveness depending on the weapon.

spare wasp
rotund fog
spare wasp
rotund fog
spare wasp
#

I fixed that and a few other things, it'll be out on Thunderstore as v0.1.1 soon (might be a delay while Thunderstore approves... it might actually disappear from Thunderstore while they are processing my request, but nothing I can do) approved.

Changelog here because I forgot to include it in the upload to Thunderstore (changelog will be included on Thunderstore for future updates, if anyone cares):

Guns 0.1.1

  • Fixed issue where certain non-gun weapons would show an "Aim" action and disable throwing.
  • Fixed issue where swapping items while zoomed in with the "Aim" action would cause you to get stuck in "zoomed-in mode"
unique jewel
#

I'm not able to shoot the gun without throwing it.

spare wasp
unique jewel
#

i was going to launch with the gun testing mode enabled to try them all though.

spare wasp
#

are you using r2modman?

unique jewel
#

yes.

spare wasp
#

attach your log from here

unique jewel
#

i just loaded up with gun testing mode right, and i didn't get the extra guns, but... the guns i already had are now working correctly?

#

still want my logs?

spare wasp
#

yeah

unique jewel
spare wasp
#

just to see

unique jewel
#

apparently i didn't save my config changes either.

spare wasp
#

Did you remember seeing the Aim prompt, and was the gun being carried like you were ready to shoot or was it being carried like a club?

exotic vigil
#

may be useful to someone : on first game load after doing all the steps (i.e. launch modded, reach main menu and quit, properly generating config then starting again) guns were in the right position (held to fire not to club) but secondary action was still set to throw, not aim, rendering them unfirable. saving, quitting the game and restarting a second time fixed the issue.

spare wasp
#

ok, those reports gave me the info I needed to reproduce the bug, and I'll get the fix out soon (update: the fixes are done but I'm going to sleep, I'll upload it tomorrow)

brazen crow
spare wasp
#

mod doesn't work with the new game update, sorting that out now

spare wasp
#

Alright, the fix is uploaded on Thunderstore and once it's approved it should* fix the problems people have been having. It's out now

#

Guns 0.1.2

  • The GunTestingMode config setting has been changed to work as soon as it is set (no need to load a game or start a new game).
  • Cleaned up the code, refactored in various places to simplify the logic.
  • Fixed bug where the player would sometimes get stuck in a state where "throw" is their secondary action (during the first game started with the mod enabled).
  • Fixed bug where citizens would warn the player ("bark" at them) about the weapon they are holding using the bark chance config value, even when the weapon was not a gun.
  • Updated IL2CPP game dependencies
spare wasp
#

Guns 0.1.3 out pending Thunderstore approval

exotic vigil
#

any plans to add new guns to the roster? a thompson ripoff as a full-auto 8mm to bridge the gap between the semi-auto pewpew of the lazarus and the GGEZ of the faucon would be nice imo but I can see how modeling a gun on top of the implementation might be a serious pain in the ass

as for 0.1.3, lacking patch notes idk what was fixed but 0.1.2 seems to have done the job, the "throw" bug seems gone

#

on a similar train of thought, if possible I'd rebalance the gun prices since, uh, 100¢ to gain the power to 1- to 2-tap enemies from a distance is a little low imo, especially right now, what with ammo not being implemented yet

hidden grove
#

0.1.3 just fixes a duplicate SOD.Common.dll

spare wasp
spare wasp
exotic vigil
#

just read the official doc on the matter and I now see the issue. oh well, maybe someday. meantime, glad my other idea resonated.

edgy herald
#

Hello, is there anyway to change the dmg value for the Hamilton rifle? Tested every weapon and they all feel perfect down to balance and their guns theme even with how they should operate in the lores parody era.

the only one that I feel personally is a bit off is the Hamilton rifle, as it takes two shots to kill on average normal people with its long time to fire, and you can down someone quicker with just a normal revolver before you even fire the second shot causing the hamilton to be less effective then a normal revolver, or pistol and thus the weakest gun while being a sniper rifle.

So I would like to change it to just one shot most normal fitness level NPC's to balance it out in comparison to the other weapons. (my guess being it could use a 30% to 50% dmg increase, or maybe a 65% to 80% dmg increase with an increased time to fire by an extra 1 to 1.5 seconds)

light goblet
#

Got a bug report for the Gun mod that is like the inverse of the "Throw Bug", or a primary action variant of the "Aim Bug". Where melee weapons sometimes get stuck in a way where the primary action is "Fire" making them unusable. Reloading the save does not fix it but picking up a gun and aiming with it does

#

Having a melee weapon and a gun in your inventory at the same time might be a step to reproduce it

edgy herald
#

Are guns aiming implimented the same as throwing? IF so is it defined as a Throwing action and thus potentially effected by SyncDisks that increase the dmg of throwing or punching?

spare wasp
spare wasp
# edgy herald Hello, is there anyway to change the dmg value for the Hamilton rifle? Tested ev...

A damage adjustment will be included in the next update. These are my working numbers for damage factors (applied on top of current damage numbers), time to fire, and buy prices:

new(itemPresetName: "BattleRifle",
    delayBetweenShotsFactor: 0.2f,
    damageFactor: 0.7f,
    baseGameMinBuyPrice: 1000.0f
    ),
new(itemPresetName: "Revolver",
    delayBetweenShotsFactor: 1.0f,
    damageFactor: 1.2f,
    baseGameMinBuyPrice: 400.0f
    ),
new(itemPresetName: "SemiAutomaticPistol",
    delayBetweenShotsFactor: 0.8f,
    damageFactor: 1.3f,
    baseGameMinBuyPrice: 150.0f
    ),
new(itemPresetName: "SemiAutomaticPistolSilenced",
    delayBetweenShotsFactor: 0.8f,
    damageFactor: 1.3f,
    baseGameMinBuyPrice: 200.0f
    ),
new(itemPresetName: "Shotgun",
    delayBetweenShotsFactor: 1.0f,
    damageFactor: 1.2f,
    baseGameMinBuyPrice: 500.0f
    ),
new(itemPresetName: "SniperRifle",
    delayBetweenShotsFactor: 1.5f,
    damageFactor: 1.2f,
    baseGameMinBuyPrice: 700.0f
    ),
spare wasp
edgy herald
spare wasp
#

Guns 0.2.0

  • Added behavior where citizens will lose nerve and run away if you point a gun at them for a long enough period of time. If indoors, citizens will attempt to sound the alarm. The rate at which this happens varies depending on your distance from the citizen, their alertness level, and your visibility. Added configuration settings related to this behavior.
  • Added damage adjustment factors, and did a first pass to balance weapon damage.
  • Increased number of shotgun projectiles per shot to 8 in total.
  • Added weapon buy price adjustments, and did a first pass to balance weapon prices.
    • If Venomaus' Life and Living mod is installed, this mod will take its item price configuration settings into account.
  • Fixed console errors popping up while barging through a door while aiming a gun (and other events that forcefully unequip items).
  • Fixed bug where melee weapons could get stuck showing "Fire" instead of "Attack" as their primary action, disabling the melee attack (caused by unequipping a gun while aiming it).
edgy herald
#

Weird thought for making ammo work

Potentially making it so it’s “consumed” and gives you a status buff like any other consumable, and much like Venomaus coffee QoL rebalances it so it converts your alertness to restore fatigue, when you fire your gun the gun it pulls from that status value you to received from consuming ammo.

#

Second thought, using the same concept for your gun to make it so you can “aim” with cigs, cigars, and the pipe to actually smoke from them to increase warmth and alertness stat I think the name is. When you aim with it and the “fire” with the cigs it makes it puff out smoke instead of bullets that are harmless.

stuck basalt
#

Two things I'd like to propose (if at all doable) for Guns mod:

  1. Locational damage (i.e. headshots).
  2. More config options, like damage multiplier, NPC gunshot alert range (preferably weapon specific), whatever else you might consider.

P.S. I can't lookup the posts on mobile, so if those have already been proposed, tell me and I'll delete my post.

light goblet
#

I think Guns have been broken by the latest updates for Venomaus's mods

#

No option to aim or fire any guns on new or old saves, basically reverted to vanilla

#

And I'm getting these errors:

#

[Error :Il2CppInterop] During invoking native->managed trampoline Exception: System.InvalidOperationException: No configuration entry found for (LifeAndLiving.ItemPrice, MinItemValue). at SOD.Common.Helpers.PluginDetection.GetPluginConfigEntryValue[T](String pluginGuid, String section, String key) at Guns.LifeAndLivingIntegration.OverwriteVars(Int32& minItemValue, Int32& percentageValueIncrease) in C:\Users\Personal\Documents\repos\MySODMods\mods\Guns\LifeAndLivingIntegration.cs:line 37 at Guns.Plugin.CalculateBuyPrice(GunInfoEntry entry) in C:\Users\Personal\Documents\repos\MySODMods\mods\Guns\Plugin.cs:line 259 at Guns.Plugin.InGameSetup() in C:\Users\Personal\Documents\repos\MySODMods\mods\Guns\Plugin.cs:line 242 at Guns.Plugin.OnAfterLoad(Object sender, SaveGameArgs e) in C:\Users\Personal\Documents\repos\MySODMods\mods\Guns\Plugin.cs:line 203 at SOD.Common.Helpers.SaveGame.OnLoad(String path, Boolean after) at SOD.Common.Patches.SaveStateControllerPatches.MurderController_OnStartGame.Prefix() at DMD<MurderController::OnStartGame>(MurderController this) at (il2cpp -> managed) OnStartGame(IntPtr , Il2CppMethodInfo* )

#

This too, though not sure if relevant:

#

[Error : Unity] Can't remove Rigidbody because CharacterJoint depends on it [Warning: Unity] BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Map/City/West Rose/CityTile 6,4/Berg's Plant/MixedIndustrial_ground01 (Floor 0)/001 Berg's Plant/001 Berg's Plant Bedroom/VintageSideboard(Clone)/VintageSideboardCupboardLowerRight"

hidden grove
hidden grove
spare wasp
pastel mulch
#

I feel like the jobs that require arrests should have a small boost to payout because you have to pay for the handcuffs. This cost isn't really felt in vanilla but with this much of a cut it really starts to

hidden grove
#

well its a bit more complicated to tailor specific jobs, also wrong channel 😛

spare wasp
#

New version is out on Thunderstore and should show up on r2modman and Thunderstore Mod Manager soon

rose vault
#

has there been some sort of update that broke the guns mod?

#

I start the game (modded) from thunderstore but I cant aim or anything i can only throw and attack like vanilla

light goblet
rose vault
#

Ahh sweet, cheers for the info mate

rose vault
#

Unfortunately the patch hasnt worked for me, still the same issue

spare wasp
hidden grove
keen hearth
light goblet
keen hearth
#

Sure thing, I'm just out right now but will do when I'm home

keen hearth
#

First I followed the steps on the mod page (first screenshot), starting with r2modman, then when that didn't work a fresh install of the game and following the manual steps.

For the manual installation I got the latest version of BepInEx off bepinbuilds, then when that didn't work (BepInEx worked, the gun mod didn't) I tried artifact 667 from the same website and still no dice. I tried SODCommon in both the root folder and the plugins folder, the latter of which gave me the error in the second screenshot. I wasn't entirely sure where to put SODCommon.

#

And at this point I'm not sure where to go

#

Gonna keep fiddling in the meantime

#

Oh, I was just being dumb and not clicking "start game modded" in r2modman

#

It works

#

Ignore all of the above

exotic vigil
#

PEBMAC

keen hearth
#

Yep

drowsy rampart
#

i keep getting this error after trying to use the mod through thunderstore launcher which makes the mod not work

spare wasp
drowsy rampart
#

yes

hidden grove
#

are you running SOD.LifeAndLiving by any chance?

drowsy rampart
#

nope

hidden grove
#

maybe guns mod is expecting it by mistake instead of being optional in the integration that it has

spare wasp
#

I think I see the issue, I'll try and replicate it

spare wasp
#

@drowsy rampart I wasn't able to replicate it, Guns seems to work with or without LifeAndLiving installed, as long as you have SOD.Common installed. Can you paste the first part of your log into Discord up until [Message: BepInEx] Chainloader startup complete? Should look similar to this

[Message: Preloader] BepInEx 6.0.0-be.697 - Shadows of Doubt
[Message: Preloader] Built from commit 53625800b86f6c68751445248260edf0b27a71c2
[Info   :   BepInEx] System platform: Windows 10 64-bit
[Info   :   BepInEx] Process bitness: 64-bit (x64)
[Info   :   BepInEx] Running under Unity 2021.3.35f1
[Info   :   BepInEx] Runtime version: 6.0.7
[Info   :   BepInEx] Runtime information: .NET 6.0.7
[Info   : Preloader] 0 patcher plugins loaded
[Info   : Preloader] 0 assemblies discovered
[Message:AssemblyPatcher] Executing 0 patch(es)
[Message:   BepInEx] Chainloader initialized
[Warning:Il2CppInterop] Class::Init signatures have been exhausted, using a substitute!
[Info   :Il2CppInterop] Registered mono type Il2CppInterop.Runtime.DelegateSupport+Il2CppToMonoDelegateReference in il2cpp domain
[Info   :   BepInEx] 2 plugins to load
[Info   :   BepInEx] Loading [SOD.Common 2.0.4]
[Info   :SOD.Common] Setting up configuration bindings.
[Info   :Il2CppInterop] Registered mono type UniverseLib.UniversalBehaviour in il2cpp domain
[Info   :Il2CppInterop] Registered mono type UniverseLib.Runtime.Il2Cpp.Il2CppManagedEnumerator in il2cpp domain
[Info   :SOD.Common] Plugin is patched.
[Info   :   BepInEx] Loading [Guns 0.2.1-BE667]
[Info   :      Guns] Setting up configuration bindings.
[Info   :      Guns] Plugin Guns is loaded!
[Info   :      Guns] Plugin Guns is patched!
[Message:   BepInEx] Chainloader startup complete
drowsy rampart
#

yea sure I’ll post it in a bit

drowsy rampart
#

now the error mentioning guns dosen't show up but the mod still does not work

spare wasp
#

Your BepInEx version is 667, and it should be 697, so you need to upgrade it manually. This is a recent issue and many people are running into it at the moment

drowsy rampart
#

ah do you mind telling me how to do that

spare wasp
#

yeah, here's instructions #⚙modding-general-chat message

drowsy rampart
#

tysm

spare wasp
#

np

drowsy rampart
# spare wasp np

sorry to bother you again this is probably a stupid question but which zip file am i supposed to download on the bepinex page?

hidden grove
#

v697 IL2CPP x64

spare wasp
#

FYI for anyone interested in my mods, I'm waiting until 1.0 releases to make any updates. It's possible that 1.0 breaks some of my mods, so my main priority will be making sure it all still works. Also, I prefer that people report issues specific to my mods in this thread.

spare wasp
#

I've tested with all of my mods and they all seem to work with 1.0 SoDthumbsup

edgy herald
#

Awesome! Very exciting! I honestly can't play the game anymore with yours and venomaus's mods, specifically lethal action and guns. Thank you for all your continued support for your mods!

edgy herald
#

Hey Spyraxi? Is it possible to make an option where the Shotgun fires the sniper bullet/projectile type, rather then the buckshot to simulate a singular slug round?

This would have two things it solves,

1 is compatibility with lethal Action as that prevents it from auto killing on firing without need to prevent it from ever being able to kill through lethal actions whitelist/blacklist option.

2 is that it lets the user choose whether gun is canonically loaded with buckshot or a slug, since hunting slug rounds are the other variant in the items description that can be loaded.

#

I feel bad for asking more from you after all you've already done by just making these mods, but feels like its worth mentioning if anything incase it might be possible at all.

spare wasp
edgy herald
#

And thank you very much! Hopefully it doesn’t create too much trouble to add the config option.

light goblet
#

Guns might be broken in experimental 38.09. Didn't see any errors, but the guns appear to function as vanilla

#

Nvm, restarted and it works

spare wasp
#

Guns 0.2.2

  • Add configuration option that controls the type of ammo used by the shotgun.
  • Add damage factor configuration options for each gun.
  • Add shotgun accuracy configuration option (for the default buckshot ammo type).
  • Do not add ammo to the player's inventory when using the test switch.
#

Also, it might have been broken for a few days due to a change to SOD.Common, but should be fixed now.

spare wasp
edgy herald
edgy herald
#

Okay, i'm suddenly having problems with R2Modmanager so I won't be able to give a response till I get it fixed, i'll have to way for some freetime I can dedicate to figuring it out.

wintry turtle
edgy herald
#

Honestly I don’t remember! I played my session without problems within this month, so I probably did, unless something recently changed and I need to do it again.

#

I’ll go ahead and give it a shot though, I’ll probably also try updating R2Modman as maybe it’s out of date.

edgy herald
#

OKAY

#

so sorry for the long wait, because its election night i got a day off with my job, when there's normal government work going on my job gets really busy

#

I've uninstalled R2modman entirely and am instead using R2Modman-PLUS since I play Voices of the Void anyways

edgy herald
#

So from testing for anyone else who's using Guns with Lethal Action, go to the Guns Config File, change these things
ShotgunUsessingularRound = true
ShotgunAccuracyOverride = 0.85 (Can also set to 1 also, just anything above .7 seems to work for one pellet)
GunDamageFactorShotgun = 3 (can be 2 also, 2 would take anywhere from 1 to 2, to 3 shots depending on targets build type, 3 would make any average or scrawny person down on one hit, and buff people need two hits.)

#

You can tweak to whatever you want, but this is what Irecommend for compatability for any other fellow users using the two mods together, as this prevents the shotgun from accidentally killing everytime since it goes over the hit when downed threshhold for Lethal Action

dire rose
#

Sorry if this is a dumb question but how do i attach the silencer to the Lazarus 5? I bought pistol and silencer from black market and not sure how to attach.

waxen dagger
#

im not sure if it is an update or it hasn't been fixed yet but when i turn the test gun option to true, i have no guns or ammo in my inventory and all guns revert back to being non-firing and the default hitting position. any fix for this or do i wait for the next mod update

tardy warren
#

hey yeah i have the same issue i came here to ask about it. i wanna be able to tweak the damage to my liking but cba to look around for each gun rn xd

clever drift
#

Hello its not working

hidden grove
#

are you using r2modman to run the game?

#

and what mods do you have installed

#

because that mod folders looks very wrong

#

this is what modfolder should look like

#

a folder for each mod

clever drift
#

i downloaded it manually

#

mods here?

hidden grove
#

yes

#

use r2modman

#

this will prevent issues like this

tranquil copper
#

I'm stupid how do I use the config functions

#

Do I just add them to the config file? Doesn't matter where?

#

Talking specifically about the guns mod.

tranquil copper
#

Really I'm very confused as to how to use those settings since they're nowhere to be found in the js file and I have no clue where to add them or in what format since im not familiar with js

light goblet
#

there's a built in config editor

#

but if you insist on doing it the manual way, the config files are all .cfg and should be found in the BepInEx folder under config

#

for guns, find guns.cfg and open it with a text editor such as Notepad

#

also the config files will only generate after running the game with the mods at least once

tranquil copper
#

Ah I see

#

I didn't start the game yet with mods installed