Cultist Simulator

Cultist Simulator

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Independent Expeditions
   
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9.624 KB
16 Dec, 2023 @ 1:55pm
9 Mar, 2024 @ 11:43am
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Independent Expeditions

Description
Expeditions are now started in parallel and run independently, freeing the explore verb once started.

This should support all vaults, even custom ones, as long as they follow the base game's structure of expeditions.
18 Comments
amstg 11 Jun @ 2:29am 
//Garr Thank you :)
Garr Incorporated 10 Jun @ 10:06am 
Right. I think I understand the reason.
Lower mods load after the higher mods. So by first loading the Expeditions and the SoA, which (I think) modifies the verb, later you ended up overwriting the changes this mod adds. And when you did the opposite (SoA higher, Expeditions lower) the Expeditions adjusted the SoA behaviour because SoA loaded first and Expeditions put the patch on that modified verb.
amstg 10 Jun @ 10:02am 
and on my 4th trial, the mod is working perfectly. I really don't know the reason now though :( I did change this mod to the last (below everything, and SoA is on the top). I sincerely thank you for effort once again!
amstg 10 Jun @ 9:57am 
Thank you for answering so fast. in this version, regular expeditions (with SoA enabled) do not spawn a separate verb. It's real sad taht I can't use this outstanding mod with SoA. Thank you for your effort :steamhappy:
Garr Incorporated 10 Jun @ 8:43am 
Not necessarily. SoA custom expeditions might use a different logic, so they won't be affected by the mod while the vanilla ones would. On an earlier version of the mod regular expeditions were spawning a separate verb while the SoA ones weren't. Not sure what's the issue with the current one may be, though...
amstg 10 Jun @ 7:12am 
Awesome mod, perhaps the best, but I think there's a problem with Compatibility with other mods.
this mod works very well when alone in any version as you mentioned (I deeply thank for it),
but when I installed other mod (I used 'A Season of Acquaintances', link is https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2783664288) , then the explore verb is not freed.
It goes the same even though I gave this one the top priority.
I think it's because of huge mods, because they change rules about verb?
[FR] Genroa  [author] 5 May, 2024 @ 1:22pm 
This one mod *should* in theory work on all versions, but I wouldn't bet on that. Your experience proved that it was only working on the up to date version of the game, not the legacy branch
Garr Incorporated 2 May, 2024 @ 12:25pm 
I appreciate the kind words, but I should not be the recipient. My only involvement with the mod was voicing my wish that it was real. The rest is ought to be directed towards Genroa.
amstg 1 May, 2024 @ 10:48pm 
Garr// my, I think I solved the case. I was using the original UI in beta because of language patch.
Now I changed it to 'none' and your mod works very well. it's an excellent mod! I am deeply appreciative of the outstanding mod you have developed. I was just tired of too long expeditions. I really hope you could develop your mod for older version too. Thanks for your kind answer again :)
amstg 1 May, 2024 @ 10:34pm 
Garr// Thanks for the great mod first, I really had no intention to be a Finger prince. I strongely agree to you and I just wanted to describe the symptoms of bug as specifically as I can, but what I found is the mod is simply 'not operating'. (I tried without every mod, and different settings also)

I would say the expeditions are not started in parellel, so when I start new my expedition, (e.g : I used Raidlaw with 2 funds) the explore verb is not free, just as same as vanilla. So I really didn't have any words except 'the mod seems not working' :(