thanks, the “revert_to”: “null” code was me or rather the “null” part was me, idk why changing it from bot name would do anything then I cba putting the code back to normal let me test it
omg it works thank you valase i should of tried this but didnt i actually use this mod in my games so i cant thank you enough
for some reason the color errors keep cropping up, and with one of the mods it said gray doesnt exist as a color i have no clue what so ever but i fixed it
I’m the author of WildLiving, I picked up the game again after a hiatus. Have fixed a few load errors and issues with the potting trees. I’ll drop a note here so if you want to merge the changes in you can. Probably will add a few more small items that are now a little more feasible. But no promises.
thats no problem i added you to author of wildliving, if you have fixes that will be great i think i can merge quite easily or if you want just update the mod and post it ill just replace the files
How long do you thing it will take to update/fix for the experimental version ? Dont want to put pressure, just cant play the game since I found this mod collection.
I know how you feel and I’ve hit a wall Idk how to fix some mods, with the errors they have produced. I might have made a few mods worse. ETA I have no clue until I get time but when I move onto it won’t take long to fix few days , before I concentrate onto experimental version I’m releasing 1.0. and I’ve decided to add in the 10 extra fonts first (that are drag and drop. more fonts just to lay around in case people want to use other)
This is my personal collection, mainly maintained to keep my save file functioning.
The vast majority of these work on 0.E Experimental 10511, with minor errors about colors and a major cluster fuck with circular recipes in Airdrops and Alchemy that I don’t particularly feel like tackling. None of the errors affect gameplay or stop the game from loading .There are a few I didn’t update because my current save isn’t using them, but I’m running 200 mods on that save, so there are far more functional mods than not. Notable mods I didn’t update are RoadWarrior, Wastelands, Secronom and PK’s rebalance, but I think those last 2 are already updated to experimental. Arcana is already updated, as well.
I’ve got a few that aren’t included in your compilation in there, feel free to do what you like with the whole mess, just don’t put me down as a maintainer, please.
thank you I have added this into the experimental branch, tbh is just testing for just now think i need to do a redo on experimental then move forward
@Malkeus, there is mods in there I couldn’t find on the forums or Reddit lol, I’m gonna add this to my todo like when I get round to it experimental is going to be a big project to maintain on the mods front, I will crack on soon I have however released 1.0 for E
@TheGoatgod incredibly good news for you and for everyone in our community, i’ve fixed 26 mods by updating their damage and ranged_damage parameters to align them with the new vanilla JSON file standards just in case a new mod-breaking update comes, it only took me 7 hours to do all of this, but it’s worth it i believe https://mega.nz/file/DclTmJjY#-S_pYiSAsKT1C-u7Mh1v1VN2Xh_zF0PEjmKx-vSCZW4
I’ve removed some OP items from Vermillion so you may edit that file manually, but that’s it, the others are working perfectly fine and super fresh now
Maybe the wrong area but since these are all of the mods I am using and as of now they only work with the stable release…seems like there is a bug in the code that does not allow weapons to be mounted.
That fix was merged into main, so you should be able to just download the latest experimental for the turret fix. I’m sorry, I don’t know about mod compatibility otherwise, but they’ve likely been broken by recent patches ramping up to incorporating item pockets, and should eventually be fixed.