danielspoa Posted July 23, 2020 Share Posted July 23, 2020 @sphereii Its working :DDDD This final problem was DMT using the backup assembly instead of the clean one (for the server dll) to mod it, and this backup was an old one from when it wasn't working. Cleaned the backup and got a clean dedi again. Everything work now, already tested on the rented server too. I have no words to thank you for all the help, and there were at leasts 3 issues with my setup (outdated DMT, client being detected as server, and this backup dll). If u know how to delete all these previous posts please tell me, would prefer to have it clean for you. Again, thank you! and thank you for the mod itself, ofc Link to comment Share on other sites More sharing options...
sphereii Posted July 23, 2020 Author Share Posted July 23, 2020 2 hours ago, danielspoa said: @sphereii Its working :DDDD This final problem was DMT using the backup assembly instead of the clean one (for the server dll) to mod it, and this backup was an old one from when it wasn't working. Cleaned the backup and got a clean dedi again. Everything work now, already tested on the rented server too. I have no words to thank you for all the help, and there were at leasts 3 issues with my setup (outdated DMT, client being detected as server, and this backup dll). If u know how to delete all these previous posts please tell me, would prefer to have it clean for you. Again, thank you! and thank you for the mod itself, ofc So glad you got it working, and sorry for the trouble you were having. Link to comment Share on other sites More sharing options...
sphereii Posted July 24, 2020 Author Share Posted July 24, 2020 Added a new set of features for the hired NPCs for modders. A new buff template exists now in the 0-SphereIICore that allows you to simulate looting missions for NPCs. Meant to be fired via a buff delivered by a NPC conversation, you can send the NPC out to gather resources for you. The mission is a buff, with the duration of the buff the duration of the mission, and will return when the buff expires. The NPC is not accessible during this time. When the NPC reappears, it'll have some random loot, defined by the specified lootgroup. I added a new cvar which will allow the NPC to gain loot experience, meaning it can find more loot the more times you use it. <!-- Template Buff for an NPC to go gather random loot items for you --> <buff name="buffGatherResources" hidden="true"> <stack_type value="ignore" /> <duration value="600 "/> <!-- Make the NPC disappear for the duration of the buff --> <effect_group name="Start"> <triggered_effect trigger="onSelfBuffStart" action="HideNPCSDX, Mods" hide="true" /> </effect_group> <!-- Put items in its containers, make it appear, and give a boost to its loot experience--> <effect_group name="End"> <!-- Grab items from the brassResource group --> <triggered_effect trigger="onSelfBuffRemove" action="RandomLootSDX, Mods" lootgroup="brassResource" /> <!-- This cvar is used to determine both the amount of items to retrieve from the lootgroup, plus the quality tier, if applicable.--> <!-- This gets reounded, so once it hits 2, it'll start pulling in two items from the brassResource group, up to a max of 5.--> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="spLootExperience" operation="add" value="0.1" /> <!-- Make the NPC visible! --> <triggered_effect trigger="onSelfBuffRemove" action="HideNPCSDX, Mods" hide="false" /> </effect_group> </buff> Link to comment Share on other sites More sharing options...
-Holo- Posted August 14, 2020 Share Posted August 14, 2020 Trying to build a new version for 18.4 with distant terrain fix on my dedicated server, but after compiling it and running the server I get this error as soon as the Core mod is loaded. checked the core and the distant terrain fix and attempt harmony update option ArgumentException: An item with the same key has already been added. Key: -174, 49, 2689 Link to comment Share on other sites More sharing options...
sphereii Posted August 14, 2020 Author Share Posted August 14, 2020 30 minutes ago, -Holo- said: Trying to build a new version for 18.4 with distant terrain fix on my dedicated server, but after compiling it and running the server I get this error as soon as the Core mod is loaded. checked the core and the distant terrain fix and attempt harmony update option ArgumentException: An item with the same key has already been added. Key: -174, 49, 2689 Which version of the Core are you running? The Legacy Distant Terrain is a client-side only mod; it does not need to be on the server. Link to comment Share on other sites More sharing options...
-Holo- Posted August 14, 2020 Share Posted August 14, 2020 11 minutes ago, sphereii said: Which version of the Core are you running? The Legacy Distant Terrain is a client-side only mod; it does not need to be on the server. Oh! downloaded everything just a moment ago from the mainpage, https://github.com/SphereII/SphereII.Mods/ Just tried to recompile without the distant terrain checkbox but getting the same error with the core. Is there some easy way to know what are mods are needed on the server and only clientside? Link to comment Share on other sites More sharing options...
sphereii Posted August 14, 2020 Author Share Posted August 14, 2020 2 minutes ago, -Holo- said: Oh! downloaded everything just a moment ago from the mainpage, https://github.com/SphereII/SphereII.Mods/ Just tried to recompile without the distant terrain checkbox but getting the same error with the core. Is there some easy way to know what are mods are needed on the server and only clientside? It should compile and run even with it. I'd have to see your full log to even make a guess on what the issue will be. It's been awhile since I was on A18.4, but it all worked last time. Link to comment Share on other sites More sharing options...
-Holo- Posted August 14, 2020 Share Posted August 14, 2020 Letsee, this should be the log, https://pastebin.com/hVezAmX2 Seems to be here things go wrong "(Filename: C:\buildslave\unity\build\Runtime/Camera/ReflectionProbes.cpp Line: 269) WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'ShadowCaster' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - All passes removed ArgumentException: An item with the same key has already been added. Key: -174, 49, 2689 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 at PowerManager.AddPowerNode (PowerItem node, PowerItem parent) [0x00046] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at PowerManager.Read (System.IO.BinaryReader br) [0x0003b] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at PowerManager.LoadPowerManager () [0x00099] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at GameManager+<StartAsServer>d__135.MoveNext () [0x0023f] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <ca1d1fd848884ed5a84a515243f09e15>:0 " ran an update with steamCMD to verify files before I started meddling with the mods. Link to comment Share on other sites More sharing options...
sphereii Posted August 14, 2020 Author Share Posted August 14, 2020 1 minute ago, -Holo- said: Letsee, this should be the log, https://pastebin.com/hVezAmX2 Seems to be here things go wrong "(Filename: C:\buildslave\unity\build\Runtime/Camera/ReflectionProbes.cpp Line: 269) WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'FORWARD_DELTA' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - Pass 'ShadowCaster' has no vertex shader WARNING: Shader Unsupported: 'Autodesk Interactive' - All passes removed ArgumentException: An item with the same key has already been added. Key: -174, 49, 2689 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 at PowerManager.AddPowerNode (PowerItem node, PowerItem parent) [0x00046] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at PowerManager.Read (System.IO.BinaryReader br) [0x0003b] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at PowerManager.LoadPowerManager () [0x00099] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at GameManager+<StartAsServer>d__135.MoveNext () [0x0023f] in <f9ab98ad7e8240f9bef6c6434814ba69>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <ca1d1fd848884ed5a84a515243f09e15>:0 " ran an update with steamCMD to verify files before I started meddling with the mods. Was this on a brand new world? Link to comment Share on other sites More sharing options...
-Holo- Posted August 14, 2020 Share Posted August 14, 2020 2 minutes ago, sphereii said: Was this on a brand new world? No, it's from 18.2 I believe, Nitrogen made map. Trying to fire up a game we had some fun with Link to comment Share on other sites More sharing options...
sphereii Posted August 14, 2020 Author Share Posted August 14, 2020 1 minute ago, -Holo- said: No, it's from 18.2 I believe, Nitrogen made map. Trying to fire up a game we had some fun with The 0-SphereIICore isn't save-game safe, so if you include it, or remove it, you'll need a new world Link to comment Share on other sites More sharing options...
-Holo- Posted August 14, 2020 Share Posted August 14, 2020 (edited) 8 minutes ago, sphereii said: The 0-SphereIICore isn't save-game safe, so if you include it, or remove it, you'll need a new world aww crap. world loads fine without it , but gonna miss the extra performance of the old distant terrain. No wait I'm being an idiot. distant terrain was client side >.< Was trying to get Khaine's 10 slot toolbelt to work again Edited August 14, 2020 by -Holo- (see edit history) Link to comment Share on other sites More sharing options...
sphereii Posted August 14, 2020 Author Share Posted August 14, 2020 Just now, -Holo- said: aww crap. world loads fine without it , but gonna miss the extra performance of the old distant terrain. Its the 0-SphereIICore causing the issue. You could still include the Legacy Distant Terrain mod on your clients, and turn off EAC, and have it work for you. Link to comment Share on other sites More sharing options...
cde2006 Posted August 15, 2020 Share Posted August 15, 2020 (edited) Does not seem to work on b180. When enabled and compiled 0-SphereIICore the main game menu does not appear. I am using DMT 2.1.7532.34941 self updated. Edited August 15, 2020 by cde2006 (see edit history) Link to comment Share on other sites More sharing options...
sphereii Posted August 15, 2020 Author Share Posted August 15, 2020 1 hour ago, cde2006 said: Does not seem to work on b180. When enabled and compiled 0-SphereIICore the main game menu does not appear. I am using DMT 2.1.7532.34941 self updated. Log File? Did you do an update of the latest 0-SphereIICore? Link to comment Share on other sites More sharing options...
cde2006 Posted August 16, 2020 Share Posted August 16, 2020 15 hours ago, sphereii said: Log File? Did you do an update of the latest 0-SphereIICore? My bad its steam that messed up the update 120 files failed to check...All is good Link to comment Share on other sites More sharing options...
nickuk01 Posted August 26, 2020 Share Posted August 26, 2020 Is there anyway to use just the XP icon notifier remover included within your core package? Just a simple file or modlet I can use? Link to comment Share on other sites More sharing options...
sphereii Posted August 26, 2020 Author Share Posted August 26, 2020 46 minutes ago, nickuk01 said: Is there anyway to use just the XP icon notifier remover included within your core package? Just a simple file or modlet I can use? [HarmonyPatch(typeof(XUiC_CollectedItemList))] [HarmonyPatch("AddIconNotification")] public class SphereII_XPIconRemover { static bool Prefix() { return false; } } You could create your own Harmony Modlet with this code. Link to comment Share on other sites More sharing options...
nickuk01 Posted August 27, 2020 Share Posted August 27, 2020 18 hours ago, sphereii said: [HarmonyPatch(typeof(XUiC_CollectedItemList))] [HarmonyPatch("AddIconNotification")] public class SphereII_XPIconRemover { static bool Prefix() { return false; } } You could create your own Harmony Modlet with this code. Thanks for your reply Sphereii. Unfortunately i have no idea how to create a modlet as you suggest? Most modlets have different folders, config, resources etc. Could you give me dummy guide on what need to do and what type of file it needs to be? Once created does it go in mods folder like other mods? Sorry but im a noob! Link to comment Share on other sites More sharing options...
sphereii Posted August 27, 2020 Author Share Posted August 27, 2020 1 hour ago, nickuk01 said: Thanks for your reply Sphereii. Unfortunately i have no idea how to create a modlet as you suggest? Most modlets have different folders, config, resources etc. Could you give me dummy guide on what need to do and what type of file it needs to be? Once created does it go in mods folder like other mods? Sorry but im a noob! This mod would require using the DMT tool, and building the mod in. Some people have tried to move the xui element way off screen so its a bit safer to use. I'm not familiar with that method. Link to comment Share on other sites More sharing options...
nickuk01 Posted September 4, 2020 Share Posted September 4, 2020 Using the advanced repair option in the core pack but when scrap cans I am getting nothing at all... no iron or the unit iron. Is that normal? I did try to change by reverting that option back to false but it appears the advanced recipes are now baked into the game and still appear so am guessing have to switch back to using advanced repair for this game? But the lack of unit scrap is concerning me a bit as alot of recipes require it. Link to comment Share on other sites More sharing options...
sphereii Posted September 4, 2020 Author Share Posted September 4, 2020 4 hours ago, nickuk01 said: Using the advanced repair option in the core pack but when scrap cans I am getting nothing at all... no iron or the unit iron. Is that normal? I did try to change by reverting that option back to false but it appears the advanced recipes are now baked into the game and still appear so am guessing have to switch back to using advanced repair for this game? But the lack of unit scrap is concerning me a bit as alot of recipes require it. The Advanced Scrapping recipes make a new in-memory recipe to handle giving the output. I'll take a look and scrap a can and see what I can get, and see if it makes sense. It should be possible to toggle on and off, with only a restart for the effects to take effect. Link to comment Share on other sites More sharing options...
mr.devolver Posted September 4, 2020 Share Posted September 4, 2020 42 minutes ago, sphereii said: The Advanced Scrapping recipes make a new in-memory recipe to handle giving the output. I'll take a look and scrap a can and see what I can get, and see if it makes sense. It should be possible to toggle on and off, with only a restart for the effects to take effect. It is possible to toggle on and off. It is off by default, so whoever had an issue with how it works, had to manually turn it on in the first place. Link to comment Share on other sites More sharing options...
nickuk01 Posted September 4, 2020 Share Posted September 4, 2020 1 hour ago, sphereii said: The Advanced Scrapping recipes make a new in-memory recipe to handle giving the output. I'll take a look and scrap a can and see what I can get, and see if it makes sense. It should be possible to toggle on and off, with only a restart for the effects to take effect. You can toggle on and off but when turned it off and restarted save game still had recipes such as cooking pot requiring unit iron materials so had to toggle back on to try get some relevant iron ingame so could craft. On very odd occasion have got unit iron from can but only every 20-30 cans i scrap. mostly i get nothing Link to comment Share on other sites More sharing options...
mr.devolver Posted September 4, 2020 Share Posted September 4, 2020 59 minutes ago, nickuk01 said: You can toggle on and off but when turned it off and restarted save game still had recipes such as cooking pot requiring unit iron materials so had to toggle back on to try get some relevant iron ingame so could craft. On very odd occasion have got unit iron from can but only every 20-30 cans i scrap. mostly i get nothing Turning it off and starting a new game instead of loading the previous save will definitely do the trick. Link to comment Share on other sites More sharing options...
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