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I did some cursory testing to check the base functionality wasn’t “broken” (inactive) outright before reuploading the mod for B42 (with the original author’s permission), but not in enough depth to catch the bugged item effects and consistency issues.
I don’t expect I have the skills to address those issues (and to be honest, I’ve got my own mods to work on) -- but feel free by all means to take a closer look at the luascript and see if you have more luck.
Porting a mod and making the content accepted by the engine doesn’t take much time.
Wish there was good practices guidelines on Steam Workshop.
I think it would need to entirely remade the java code to separate weapons from other items and being able to create new specific methods to modify them. It appear the problem is known from the developpers for years but they annouced it will not be fixed until b42 so maybe they will do something about it but it doesn't seems to be planned at all.
And this is well beyond my skills and time to make it myself.
So I guess this mode will remain a good idea!
If someone manage to make it work, it would be very cool to share the solution!
But now that the weight reduction works perfectly, now I have issues with the weight of the weapon parts that set the base weapon weight at each player connection.
(for example: a shotgun have 0.0 encombrance with "ethereal", but it has 1.2 with weapon-parts like scope, ammo straps, etc... At restart, the initializing set the weapon weight to 1.2 plus 1.2 of weapon part, so it become 2.4. Then after another restart, it become 2.4 with 1.2 weapon part, so 3.6, then 4.8 , 6 , 7.2, etc...)
I swear i will come back to the code and i will manage to make it work, but my brain is about to melt right now. XD
Unfortunately, some of the features doesn't work anymore and for now, all the modifications on the items are dismissed at reload.
All modifiers to weight doesn't work and a problem with condition modification is now in B42 some weapons are in 2 parts, head and handle. When you get some modifiers that set the weapon max condition to above its original value, it will set the handle condition to max but the head condition and sharpening remain at what it was before the upgrade.
For example an Axe with 9/10 condition get the "Vorpal" prefix, the handle condition will be 100/100 but the heads condition will remain at 9/100 with sharpenning also maxed at 9% so no crit.
Well, anyway, since no modifications are saved when exiting the game, I guess we can assume the mod doesn't really work but the idea is great and i would love to know how to code to make it work!
I also got a weapon "of activity" that I couldn't find on the pinned list.
Really love this mod I think it adds a nice element to the game, but unsure if any of them actually work.
I know the mod is working because I got "of Diamond" in a spear and it displays the improved durability and break chance.
And a minor bug if you leave your "of Diamond" spear at home it will lose any vorpal properties until you equip it again, meaning the durability that should've been 100/100 will go down to 6/100, this probably happens when the chunk is unloaded due to distance, when coming back the game loads the base weapon instead of the vorpal stats.
It looks like effects are no longer carried over when a weapon becomes modified (like a bat becoming a bat with nails), though - unlike in B41.
If you do manage to get a weapon to power up, its condition is reset to its maximum.
If I'm interpreting the code correctly, it takes between 10-29 kills for a weapon to get its first power up, and 30-70 kills for it to get its second.
Do you have a sense of which attribute modifier(s) or weapon names were affected (and have you already run the mod on its own, to make sure it's not due to a conflict with something else) ?
I've also left the pre-existing B41-compatible folder structure from electroglyph's original mod in place for this add-on (so in theory, it should still be backwards-compatible with Build 41).
Once I'd reorganised Vorpal Weapons' folder/file structure so that B42 would accept it, the mod's original code from 2016 worked straight away. No actual changes to the luascript were required.
My so-called "port" is essentially the modders' equivalent of rearranging the furniture.
I spent more time working on the new Workshop preview image than I did actually meddling with any of the files for Vorpal Weapons (and I did not spend very long working on that preview image, in case Spiffo's cat tail didn't tip you off).