Hello, I'm using neo scavenger Gog, I cant seeem to activate the dev mod
In the deepest night , there's only shadow
you have to get into the map, after that you're handed a skill. from there you craft the skill into the dev necklace.
DevKit is an upgraded BBC mod.
Improve your mods.
Followed the merge tutorial you made to a T for NSE and it aint work any tips/ideas?
iirc, NSE changed something in it's folder structure. following that video to a T without understanding the minor changes you need to make would fail it.
i don't feel like looking at it right now, but you probably just need to add another line or two to the getmods.php file that adds the new folder path he added. then correct the numbers.
it should be as simple as copy and paste his getmod to the bottom of mine, and adjust the numbers.
How do I put items from other mods in the DevBox, like one from NSE? Here's my attempt
<column name="id">2491</column><!--used by treasure 2411, Item Set-->
<column name="strName">Custom Box</column>
<column name="aTreasures">DevKit:,1.5x1x1<!--box-->3.6x1x1</column><!-- Add items you want in it here. This box should allow other bags inside it. Add the items to the right side of the item 1.3, not the left.-->
<column name="bNested">1</column><!--You want this on "1", it allows you to load the box with other items that have containers-->
<column name="bSuppress">0</column><!--"1": Disables "nTreasureID" for any item created with this. "0": Allows "nTreasureID" in ItemTypes.-->
<column name="bIdentify">1</column><!--"1":Identifies all items this treasure creates. "0": It's up to the to identify items.-->
needs to be
you had the comma in the wrong spot. also, unless item 3.6 is in that file, you need to add the mods name in front. example
broken down, it's
YOURMODNAMEHERE COLON 3.6x1x1
but without the spaces.
It appears that when giving yourself the immortality trait, then removing it and reloading the save causes your character to fall over in pain, and are unconcious for god knows how long, or just outright kills them, making them unable to do anything (I think that having the strong trait prevents instant death and just traps you into a loop, even if the immorality trait is given to yourself again while your character is unconcious. This forces your character to be unable to get up, and it says that your character is fighting off a infection. Can you please fix this?
Life is pain.
I thought there was something wrong with my game when this happened to me XD. I hope this issue is fixable.
One of a Kind.
For clarity, what is happening?
-you save the game
-give yourself the immortality trait and then...
-remove the trait, or the mod?
-then save again? or do you load the save from before you gave yourself the trait?
For me, it happened like this
>Add Immortality trait
>Then remove Immortality trait
>Save and exit
>Load the save and then sudden death, or unconscious loop if you have the tough trait.
I think the moment you remove the immortality trait, the glitch kicks in when you save and exit, then continue(load) the game/savefile afterward.
Fixed, was an issue with immortality adjusting the pain and immunity modifiers. The note about Toughness was the clue.
Yes, it was like how Aegisbane said.
>Added Immortality Trait via lucky coin
>Removed the trait after waiting a turn
>Save and quited the game.
>Continued the save.
>Fell over and stuck in being unconcious, unable to get up with the health bar never increasing or my character just dying instead.
Attempting to readd the immortality trait after reloading the save and stuck being unconcious doesn't work either, the health bar won't go up and they're just stuck like that forever.
Also no, I didn't remove the mod at any point, I was also using devkit with NSE.
I also think that if you have the tough trait it is what causes you to not die instantly.
The fix seems to work, but now every time I remove any of the Devkit traits (Immortality, or Cheater), they re-appear again when I save and exit, then load back into the game. And I'd have to remove the said traits again with the lucky charm.
Fixed. Internally, the remove cheats function was removing the cheats, instead of the thing adding the cheats(conditions). Because I didn't understand that the conditions stayed until manually removed.
Then the game checks if the conditions are still there when you load in, and thus re-applies the cheats because the conditions are still there. I didn't catch it before because apparently the game doesn't check if the conditions are still there during normal gameplay, only when continuing from main menu. Which this kind of inconsistent behavior is not something the normal mod author would expect, is my take.