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you inject the adrenaline and youre able to walk arround normally and basically just go back to normal, but as soon as the adrenaline goes off, youre incapped once more
Yes, that table by that staircase unless TLS changed how things work (which I doubt) if this mod is enabled then the adrenaline at that table in theory anyway shouldn't be there, I wouldn't be as convinced that the code property that people left in the comments is for finales exclusively because I do have a mod that will randomize items HOWEVER the one place it doesn't touch are items specifically for finales so everything that's there is exactly where it will always be.
People wouldn't be saying there's an issue about that specific case and coming to the conclusion that this mod is the culprit if they didn't do any troubleshooting and are even trying to help you by telling you the exact code that's being affected so it can be looked into, again if it's just a simple typo causing the issue then there shouldn't be a reason for stating that "fixing it will require remaking it from scratch"
M8, if the mod is affecting the finale's code for items even if it's a simple typo (which was a case for Colonial Marines that resulted in the Xenomorphs not behaving like Xenomorphs like they did in the demo footage) that should be rather easy to fix because this matter ISN'T about test maps or even custom maps, it's about your mod wither you see it that way or not, doesn't fully work for all official maps when that's the exact purpose that you admit it's supposed to do, all your mod is meant to do is be an extra revival tool nothing more, nowhere does that mean it should be preventing guaranteed adrenaline spawns!
I am truly not sure why you're so desperate to paint me as a villain for not wanting to fix this.
As I have said previously, I make my mods for the vanilla game. It is unreasonable to expect mods to be compatible with all other mods. In some cases, it is quite literally not possible, as conflicts are unavoidable. I take it you don't have experience with modding? If you are familiar with modding, you would be aware of this. Every mod works differently, and you cannot make a mod that is compatible with every other mod. There will always be an exception.
So you're content with the mod basically half working correctly because this piece of code weapon_item_spawn is the one that works (which is likely the code used for all the chapters BEFORE a finale) while this piece of code that specifies a certain item spawn weapon_adrenaline_spawn that's usually used for finales isn't working thus expecting players to just hope RNG is in their favor prior to the finale?
On a side note, when people leave comments about genuine problems that actually come as a result of my mods not working properly, I always do my best to help them, either by fixing the mod or by offering an alternative solution. But there's nothing I can do for people using my mods outside of their intended purpose, or in combination with something that isn't meant to be used with them; these nails aren't meant for concrete, and concretes not meant to have nails put in it.
If you buy a pack of nails from a hardware store, and then try to hammer them into a concrete wall, what will happen? You might get lucky and have the nails go in, but chances are they'll just get bent out of shape. In that situation, it doesn't make sense to tell the store their nails are faulty and in need of fixing. Likewise, it doesn't make sense to tell other people not to buy the nails because they always get bent when you try to use them. The nails aren't at fault; rather, concrete isn't designed to have nails put into it. If you used them on something like wood, they'd be completely fine.
Except your gif doesn't show much EXCEPT that it works, it doesn't show if the adrenaline you had was from the finale or at any other point, some finales have specific items spawned at them and some cases do have adrenaline only spawn where they're found, if your mod is affecting that then that adrenaline isn't going to be spawned where it normally would be!
Ignoring that shouldn't be the mindset you have M8, if people are telling you what's not working when this mod is active and even can narrow down the code that's being affected that's not them going "oh it doesn't work" or "breaks item spawns" they're telling you exactly what's wrong SO YOU CAN FIX IT!
Item test maps, in terms of testing the functionality of mods, aren't a great choice. In the past I've had plenty of mods that caused weird bugs, unintended side effects, or just straight up didn't work on an item test map, but were completely fine on a regular campaign map. They're convenient, sure, but they can result in problems due to how much stuff they have going on with custom map elements and scripts, etc.
When people comment on my mods saying they "don't work" or "break item spawns", as if to warn other people not to use it, it's pretty frustrating. Because the people saying that are using them on heavily modified non vanilla maps.I can confirm they work bug free when they're used in a vanilla setting. Hell, I use footage of the mod working in the thumbnail. So I just reply saying there's no issue.
Then that's why people that use test maps to TEST MODS hence their purpose are pointing out that your mod is causing a problem with test maps.
Download this map M8 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2748125283 The far left shelf is the spawn for the Adrenaline and much like everyone pointing out, this mod prevents that spawn from happening, you're likely only playing on non test maps to be thinking "how is my mod causing that problem?"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=125319470
And YES it does work otherwise I wouldn't be sharing this here.
with the mod installed, only weapon_item_spawn works and not weapon_adrenaline_spawn
with the mod uninstalled, both entities work.
it's also probably why other comments have pointed out that they dont get adrenaline in the finale.
this might just be a hunch, but i think the issue comes from the entity that spawns the adrenaline. weapon_adrenaline_spawn is probably the one being placed on test maps while weapon_item_spawn is the one being put on campaigns. im not an expert with scripting here, so i'll shut up if im wrong.
Most of the time when mods don't work, it's due to conflicts with other mods or people not playing with the correct server settings. I do my best to minimise these conflicts, but I can't guarantee that it will work alongside all other mods. I test what I make with no other mods enabled, and when I did that for this mod it worked.