Arendeth's Mods

Working on updated the mix and match armor mod atm.

Changed Rebalancing mutation changes patch to no have ok large_ok as a chimera mutation threshold mutation to be more inline with pk changes tweak.

Updated half of the armor pieces mod but I think I’ll take a brake on editing it since it takes long time to edit.

updated needful things to work in the latest experimental stuff was set to high so i dropped the dif from 14 to 10 to fix it. https://drive.google.com/file/d/0B2LKlCxhWTlWdUx3ZmZOMVgzLXc/view?usp=sharing

New mod that gives you the ability to make a storage attachment for tool grenades atm by combining 3 grenade pouches and other stuff https://drive.google.com/file/d/0B2LKlCxhWTlWdnhTakh2cnAza3M/view?usp=sharing

Moved my tweaks for overworld rebalancing to here https://drive.google.com/drive/folders/0B2LKlCxhWTlWY1lKWkc3V0ZLbTg?usp=sharing

updated pk changes mutation changes patch so that chitinous armor (chitin2) is both insect and spider mutation instead of only insect since it upgrades to spider mutation. https://drive.google.com/file/d/0B2LKlCxhWTlWM1ZqaUpWanJSTlk/view?usp=sharing

best not use my new items mod til i get it working as intended (using tool type grenades as ammo/storing on the belt).

Updated my mutant cyborg class to have instead of starting mutation of shell to have horn and wing stubs since shell was preventing spider mutation from being able to move past the threshold still acts as a minor penalty to the prof since the only hats that can be worn are soft mat hats.

Thanks again for getting Jury Rigged robots running again. I just had a thought, and I’m not sure if it’s doable and I definitely have no idea how I would do it myself but I was wondering if it would be possible to add a recipe for a cargo bot. Basically a bot with a travois or a trunk or a cargo carrier (maybe multiple recipes so you can make one with whatever materials you have on hand) so you can have a loot cart following you around autonomously instead of having to drag it.

No idea, i mostly follow the existing stuff as a template to mod it :P.

updated pk mutation changes patch now has full requirements listed on mod so that it should force install order in the correct way and spider arm attack added to spider arms ok along with a few other things. https://drive.google.com/file/d/0B2LKlCxhWTlWM1ZqaUpWanJSTlk/view?usp=sharing

made a patch for Cataclysm++ + pk and jury rigged for conflicting monster groups based on the patch already posted on pks https://drive.google.com/file/d/0B2LKlCxhWTlWSnJNYTdhMFBST28/view?usp=sharing

Would be nice if you edited the OP to have all the latest links you’re posting.

on which one? :stuck_out_tongue:

Updated my tweaked updated for latest version patches for overland re balancing to have pk’s apartment_mod fixes https://drive.google.com/drive/folders/0B2LKlCxhWTlWY1lKWkc3V0ZLbTg?usp=sharing

For some reason the modifications your mod makes to the mutations from Mutation Changes aren’t coming through.

If I load a game up with the mutation changes mod first, PK’s second and your patch last, all of PK’s stuff works correctly, but I only get the unmodded version of mutations from “Mutation Changes.” If I manually shuffle them around in the mod list, so that PK’s loads first and ‘ms’ loads second, I only get the unmodded version of both.

I’m frankly not sure what’s going on here. I’ve looked through the Mutation Changes files a bit, as well as PK’s files, but I can’t identify anything in Mutation Changes that should cause it to behave differently.

AH! I figured it out. Neither of the mods were actually being modified, I failed to check something that was new to both of them to verify this because I’m evidently an idiot. This led me to check the modinfo file, at which point I discovered that you forgot something.

After “author”, add…

“path”: “”,

And everything will work as intended. I’m not totally sure what this line does, but I’m assuming it didn’t know where to look for the mod files.

EDIT:
Or not, upon doing some further testing to make sure everything is behaving properly, I ran into a strange issue that I’m having trouble figuring out the cause of. For some reason “tail” mutations are malfunctioning. I haven’t yet found the problem having an effect on anything else, and I haven’t yet identified anything in common between the ones that work right and those that don’t.

EDIT2:
Figured that problem out too, most of the tail entries all had “tail_stub” under the cancels field. This seems to cause the game to enter a loop where it attempts to remove tail stub, succeed, then try to upgrade tail stub, see it’s not there, add tail stub and then immediately remove it again.

You only need base mutation to have the other mutations it branches into listed in the “changes to” field, and the branching mutations to have any possible previous mutations listed as prerequisite. They auto cancel when they transform.

One other thing: I had to move the Stubby Tail mutation entry from Mutation Changes into your file, as for some reason the Tortoise Tail mutation wasn’t changing from it. It would give you Stubby Tail if you didn’t already have it, and you’d end up having both. This fixed it, but I’m honestly not sure why this is happening to begin with. There might be more cases of this, I’m not sure.

“path”: “”,
is not needed

Can you link the modded file for me? i was trying to implement his fix but his file is a mess to read.