Conquest of Elysium 5

Conquest of Elysium 5

Safe Hell Gates [No Infernal Invasion]
27 Comments
Nathan Pascal  [author] 8 Dec, 2023 @ 7:12am 
Mm, interesting. I remember to once have seen a screenshot of an Ant Queen opening a Hell Gate, not sure if that might be a weird bug or rare interaction in the base game.
I don't think my mod here should do anything to Old Wizards, but many patches have taken place since I last changed something, so I hope the passiveness still works as intended.
Gilliland 8 Dec, 2023 @ 5:47am 
I usually get mad cultist prompts with hell gates but after installing this it said an old wizard, idk if this is known but it shouldnt be a huge deal if they are more passive
Nathan Pascal  [author] 19 Dec, 2021 @ 6:42am 
I don't think you can add mods in mid-game in general, since the save game remembers, which mods it has activated. But you can edit already active mod files.

If you have any other mod enabled in your current game, you could copy paste all those relevant lines from my Safe Hell Gate mod into the other mod file.

They are under Steam/steamapps/workshop/content/1606340/ then some other long numbers for each different mod. You would only need all lines from the end that look like:

selectmonster "Demonic Locust"
infwander 14
wanderrest 80
wandermaxdist 4

not the stuff before that. Then it should take effect, once you load the savegame.
Hope that helps somehow.
Feraa 18 Dec, 2021 @ 5:34pm 
I wonder if this works if added mid-game. I'm a warlock in my current game, and I accidentally dug down while in Agartha. Dealing with the Infernal forces is NOT a fun time at my current strength, and making them passively roam instead of trying to invade would be nice.
Nathan Pascal  [author] 18 Sep, 2021 @ 11:51pm 
Note, they may still wander around a little bit here and there on Elysium, but nothing evem remotely close to an real invasion happened in my testing.
Nathan Pascal  [author] 18 Sep, 2021 @ 11:48pm 
Here is another solution.
Inferno is complacent now, Gates may open and stay open, but infernal forces do not move out to conquer the world. Should have no influence on Demonologist summons.
Nathan Pascal  [author] 18 Sep, 2021 @ 10:21pm 
From what I have read now, modding events are broken in general for everyone now, so my previous solution would not work either.
Maybe it is time for yet another new solution...
Niu 18 Sep, 2021 @ 12:44pm 
Yeah, with the solution you had of an event breaking the portal after it's created, it was only the demonologist portals that I saw problems with.
Nathan Pascal  [author] 17 Sep, 2021 @ 10:14pm 
Yeah, from what I have heard in the Discord, Event Modding is a bit broken right now.
Now, I am afraid the best solution would be to wait for the next game patch to fix the issue, or should I return to the previous solution? Ah, decisions, decisions. You said it worked just fine with normal portals, to just close them, right? Only the special Demonologist portals were bugged with the last solution? Decisions, decisions...
Niu 17 Sep, 2021 @ 7:13pm 
Seems like this might've stopped working with the most recent update. The celestial guardian never spawns, so the gates remain open and active as they would without the mod.
Nathan Pascal  [author] 1 Sep, 2021 @ 3:31pm 
Huh, thanks for the info, I yet have no idea how I could reliable spawn such an event to test it, so I have to guess more than I like. (Originally I was told, removing Mad Cultists would suffice and now I just try to salvage my promise of saving the world from demons.)

If my current solution causes too many problems, I might return to the destruction idea and just warn not to use it together with the Demonologist ritual.
Niu 1 Sep, 2021 @ 3:27pm 
It seems to work properly with the Event portals, it's just player-made portals that get the weird reaction. It visibly destroys them on the map, but they still work both ways. The event ones just get broken properly and no longer work.
Nathan Pascal  [author] 1 Sep, 2021 @ 2:09pm 
Does not work? Mm. Okay, back to the 'killing all of Inferno'-idea then.
Niu 1 Sep, 2021 @ 12:48pm 
Nope, I was mistaken. It's act, actually worse than that. Player-made portals are only said to be destroyed. They very much still work both ways, and cannot be destroyed by any means, since they area already "destroyed" by the event.
Niu 1 Sep, 2021 @ 12:44pm 
This is awesome. However, I stupidly never considered that it would also close Player-made Inferno portals at the start of the next turn.
Waresky 1 Sep, 2021 @ 8:44am 
TY Mate!
Nathan Pascal  [author] 31 Aug, 2021 @ 4:33pm 
Okay, not killing all of Inferno. Not today, at least.
There is now an event in place to close any gates to Inferno immediately after it is opened, should the Cultist eradication not be enough. The world is safe. Finally. I hope.
Nathan Pascal  [author] 31 Aug, 2021 @ 3:20pm 
Maybe I could just write an event to kill every Inferno unit in the game?
That would stop invasions pretty reliable...
Yama 31 Aug, 2021 @ 9:34am 
I was working on a mod similar to this but now that this one is out I am sooo happy. People were talking about how you can't modify an existing event which I am unsure if is true or not but the way I was thinking about going about it was to reference the event tile and destroy it, got the inspiration while digging through some other COE4 mods, maby adding in some fun text like "Far off in the distance a loud explosion is heard..." leaning toward them blowing themselves up and taking the tile along with it, it can't be that easy to open a portal to hell. Shoot me a message if you want the code I was trying to get to work.
Waresky 31 Aug, 2021 @ 7:54am 
Jesus...INFERNO ruin definley this Pearl Game. CLOSE definely this "Stupid" random event!! In EVERY game..if Inferno opene..u are sure..1 day or another u r Over. TY if working
Nathan Pascal  [author] 29 Aug, 2021 @ 12:49pm 
From a discussion in the CoE Discord it seems, there are other types of Cultists that might trigger the event. So, my mod should still reduce the chance of the event by a fair amount. But how the other types of Cultists are to be eliminated is still open.
Assasinwar 29 Aug, 2021 @ 12:35pm 
ya..... iv had the gate open in a area no where near anything with just 2-3 players in hotseat and no ai players lol.... iv looked into it a bit myself and its starting to look like you cant mod existing events.... and thus the random events that happen from the game itself may indeed NOT be "disable able lol?" .... and iv posted about it in the modding area on steam and ... ya i dont think i got a solid response about how to do it since it dont think the devs exposed that data sadly!
Nathan Pascal  [author] 29 Aug, 2021 @ 12:01pm 
Okay, some testing indicates... the mod is not working.
Mad Cultists don't seem to be the only reason for the Gates opening, like I have heard.
Strange. Will see if I can find out more.
Nathan Pascal  [author] 29 Aug, 2021 @ 3:51am 
I am still afraid it might not work, that there is some hidden mechanic other than the Mad Cultists to spawn the event. But only time can tell.
MrMittenKitten 28 Aug, 2021 @ 9:04pm 
If this works, you are a saint
Nathan Pascal  [author] 28 Aug, 2021 @ 7:05am 
It was done as a request and I thought maybe others would like it, too.

Personally, to deal with Inferno, I created the fire immune units in my Demonologist rework, very satisfying to not be murdered by Hellhound breaths for once.
Wankovich, Ista 28 Aug, 2021 @ 7:02am 
I agree, sometimes you just don't want to have to deal with one or more demon invasions