Heroes of Hammerwatch

Heroes of Hammerwatch

Clever Merge Mod v1.5.3 for HoH v115
69 Comments
CleverUsername  [author] 29 Jul @ 5:02pm 
I have not been able to reproduce this error. When I use a wizard with the uploaded version of CMM, Combustion lasts 4 seconds at max level as intended. Maybe there is some interaction with something else?
CleverUsername  [author] 13 Jul @ 3:20pm 
It is not intended, but I'm not having that experience. I'll do some testing when I get to a computer again
Furuchi 2 Jul @ 5:32pm 
With this mod enabled wizard Combustion passive seems to be infinite instead of 4 seconds.
Is this intended behavior?
Max 18 Feb @ 6:19am 
I already modified the files to allow all statues, it was surprisingly easier than i expected. Anyway, great mod, been using it for many, many hours. Hopefully you make something this fun for HoH2, because god, it sure needs a lot of new stuff :D
CleverUsername  [author] 18 Feb @ 6:10am 
Hmmm well, Best i can say is that this mod does allow you to purchase a fourth statue slot, but you really have to work for it.
Max 17 Feb @ 5:50pm 
Wish HoH was more compatible with multiple mods editing the same file, because this update broke the More Statues Slot mod from kelly and now i am reduced to having only 3 instead of all of them ;(
CleverUsername  [author] 16 Feb @ 9:39pm 
New version released. Now saves statues by character and will automatically switch when you switch characters. Also, now each player in multiplayer can set different statues. (Haven't tested the multiplayer, though)
GoonBoiBarry 24 Jan @ 1:58pm 
Oh my bad, I should've tested more first. It's a compatibility issue between clever merge and the astrologer class. Not really a big deal anyway, thanks for your work :)
CleverUsername  [author] 24 Jan @ 10:33am 
Thank you. It has worked for me. It should not display if your total curse is zero.
GoonBoiBarry 24 Jan @ 1:24am 
Great mod. Looks like the curse icon in the bottom right is bugged though, It displays briefly when curse is altered, but otherwise isn't visible
Fenrir 2 Jan @ 8:35am 
Thank you, i appreciate it :)
CleverUsername  [author] 2 Jan @ 8:25am 
I can try asking the authors of More Town whether I can post a merged version of their mod. It is impractical for me to do this with every possible mod, but More Town is particularly popular.
Fenrir 2 Jan @ 8:18am 
Can you fix the incompatiblity with moar town or merge it? I would really like to use this mod but moar town is a must have for me.
CleverUsername  [author] 28 Dec, 2024 @ 9:15am 
If I remember correctly, whether the altar appears or not is based on how many rites the host has. Then, there's another check when the altar gets used to see if that specific player is able to use the altar.
veaac.fdirct 28 Dec, 2024 @ 5:52am 
Regarding Blood Altars in multiplayer: What happens if players have different amount of Blood Altar buffs on them? Best case the altar would appear as soon as some players are eligible, but only the once that are can use it?
CleverUsername  [author] 26 Dec, 2024 @ 6:24am 
Thank you for the report. I'll see what I can do.
veaac.fdirct 26 Dec, 2024 @ 3:01am 
A lot of awesome ideas in this mod, it seems like it will seriously extend how much fun we will have with this game.

We did encounter a few bugs/problems in multiplayer, though:
* The second player could not shop in the 2nd and 3rd item shop in the temple (bauble shop worked fine), but the 1st one worked.
* Bauble drops are shared between players, and they can "steal" them from each other. As a result neither player has enough baubles to buy anything. I would rather have both players get a copy of the bauble, or alternatively have each player have "private" drops of baubles (similarly to how statue blueprints work)
Azure Fang 28 Nov, 2024 @ 2:31pm 
Yup yup, glad we could help. And you can bet we'll report if we see any issues down the line.
CleverUsername  [author] 28 Nov, 2024 @ 2:29pm 
By the way, I updated the mod to fix the multiplayer issue that Azure Fang described. Azure Fang: Thank you for the detailed bug report. I wouldn't have been able to fix it without it. Since I'm not able to test the multiplayer, it's possible that this fix introduced other problems. Specifically, I wonder if the client is using it's own set mastery list or whether it's using the host's.
davidb11 28 Nov, 2024 @ 10:54am 
Oh, okay, I can remove More Town. I didn't know.
I am surprised this game got an update.
CleverUsername  [author] 27 Nov, 2024 @ 7:23pm 
Tagged you in Discord
CleverUsername  [author] 27 Nov, 2024 @ 6:12pm 
Thank you. I'll take a look to see if I can do anything from my current location
Azure Fang 27 Nov, 2024 @ 6:07pm 
Yeah, I figured, just wanted to be as complete as possible so you'd have something to go off of.
CleverUsername  [author] 27 Nov, 2024 @ 6:06pm 
hmmmmm I'll take a look. This was code that was updated in the move to v114.
CleverUsername  [author] 27 Nov, 2024 @ 6:04pm 
More Town will have issues. Also, the game just updated and the mod has not been updated to the new version yet.
Azure Fang 27 Nov, 2024 @ 6:02pm 
Script exception: Null pointer access
scripts/Behaviors/ActorsItem.as (line 453, column 4)
#0 void ActorItems::ReloadSetBonusesForMastery() (line 453)
#1 void PlayerRecord::RefreshItemSets() (line 719)
#2 void PlayerRecord::RefreshModifiers() (line 784)
#3 void PlayerBase::RefreshModifiers() (line 343)
#4 void PlayerBase::Initialize(PlayerRecord@) (line 503)
#5 void PlayerHusk::Initialize(PlayerRecord@) (line 23)
#6 void BaseGameMode::SpawnPlayer(int, vec2 = vec2 ( - 1, - 1 ), int = 0, uint = 0) (line 2106)
#7 void Campaign::SpawnPlayer(int, vec2 = vec2 ( - 1, - 1 ), int = 0, uint = 0) (line 406)
#8 void PlayerHandler::SpawnPlayer(int, vec2, int, int) (line 49)
Azure Fang 27 Nov, 2024 @ 6:02pm 
Did some research with my friend. The portion that is causing the issue appears to be specifically Item Set Mastery. When the individual mods are loaded one at a time they work fine (separately), but when Item Set Mastery is separately loaded it throws the following error for the client but not the host (error in next comment due to character length):
davidb11 27 Nov, 2024 @ 10:21am 
Ah. Thanks for the info, and sorry for the delay, for some reason Steam did not send me a notification for this. I'll do that soon and report on what breaks it.

It's my first time using a mod this large. The only ones I really used besides this was More Town, and a bunch of item mods.
Azure Fang 26 Nov, 2024 @ 8:24pm 
Not sure is this is a v115 or multiplayer issue, but a friend and I are trying to use this in multiplayer and whenever they join they join dead.
CleverUsername  [author] 24 Nov, 2024 @ 7:03pm 
Probably. Try cloning the profiling and disabling other mods on the new profile. Then see if it runs. This mod conflicts with many other mods because it is so large.
davidb11 23 Nov, 2024 @ 4:20pm 
I have an issue running this mod. It gets rid of the UI somehow. And everything else. Is that a potential mod conflict?
CleverUsername  [author] 27 Oct, 2024 @ 8:52am 
Fair enough. Since MoreHooks was developed by Thraxxx, you may want to check if you have any other mods by him installed, since those would be the ones most likely to require it,
kobi 27 Oct, 2024 @ 8:09am 
yes but... i don't think i saw any mod state it as requirement so far
CleverUsername  [author] 27 Oct, 2024 @ 8:06am 
MoreHooks alters Player.as, so, yes, these mods would not be compatible. MoreHooks is a mod that opens up more connections in the code for modders to use with other mods. That is to say, it does not do anything itself, but is a support mod for other mods.
kobi 27 Oct, 2024 @ 7:27am 
it seems to break when used with more hooks, is hooks even used for anything ? ^^;
Doctor Murder 19 Oct, 2024 @ 1:31pm 
Awesome! Thanks for the work.
CleverUsername  [author] 18 Oct, 2024 @ 3:13pm 
DONE!! Everything should work again! ...I hope,
CleverUsername  [author] 18 Oct, 2024 @ 1:22pm 
Almost done!!
row ming 2 Oct, 2024 @ 6:54pm 
any news on the fix for this amazing mod?
FudgeMerchant 7 Aug, 2024 @ 5:23pm 
Oh snap I absolutely need this
Doctor Murder 4 Aug, 2024 @ 1:12pm 
Was sad to see this doesn't work anymore. Hope you find some time to update this.
solamon77 27 Jun, 2024 @ 7:07pm 
Take your time, you don't work for us. With that said, I am also really excited for this to launch! :-D I'm hoping this breaths a little new life into the game for me.
CleverUsername  [author] 27 Jun, 2024 @ 1:00pm 
I know. I'm traveling right now, but I haven't forgotten
Wegeta 26 Jun, 2024 @ 2:00pm 
still waiting :(
LokiTricksterGG 2 May, 2024 @ 7:38am 
Thanks for the plan to update (:
solamon77 1 May, 2024 @ 10:52pm 
Thanks Clever. I wish I could revert my game now. The new patch doesn't really apply to me and I'd rather use your mod.
CleverUsername  [author] 1 May, 2024 @ 1:06pm 
This mod is not yet compatible with the newest version of the game. I'm giving some time to see if there are any further patches, and then I will start updating the mod for the latest version. Which will also take awhile. But, eventually, I *will* be making sure that the mod runs once again on the newest version
solamon77 1 May, 2024 @ 3:24am 
Whenever I try to enable this mod, the game won't start. I just get an unpopulated bit of wilderness. No town, no NPCs, no character. That's it. Too bad too. This really looks like a game changer. BTW, I have no other mod enabled besides this one.
Tengo 【テンゴ】 22 Apr, 2024 @ 5:08am 
This mod cannot operate with multiplayer modpacks. It locks you as a invisible person in a strange static camera shot that you cannot do anything with red bordering your screen.

I have no clue why it does this but it is very sad
Hammer 3 Mar, 2024 @ 3:42pm 
This looks awesome! Does this mod work with the public test branch? If not, would you be okay with someone making a version that does?