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gyrofalcon

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Everything posted by gyrofalcon

  1. After update 0.148.6 my 1 star wolves got 160 health But my max upgraded Frostner with 40 in blunt lvl, only do 4-10 damage to my wolf. I'm using over 50 mods, so I'm clueless to where to start troubleshooting. Are there anyone else playing Valheim, that have the same problem? Also had a tamed no-star wolf that was hard to kill, but with 80 health it was "quicker" Wild wolves are normal to kill, and my weapon has expected effect. At the moment, it is quicker to portal to one of the Mountain biomes, and kill 20 wolves, then try to take out 20 from the wolves-pen.
  2. Nexus should have a "Share mod list" kind of feature, were you can create a mod-page under a given game to directly link your suggest for mods, to the original mod-pages. So all traffic goes to original authors. On this Mod-pack-page (for lack of imagination now) you can also do it advanced, where you have created a manifest of sort, that can be DL to Vortex and then Vortex goes to Nexus original pages, and DL the mods in need, install, enable end deploying the mods. In this manifest, things as load-order, dependencies, excluded files, conflicts, etc can be detailed, and handled by Vortex. If the creator of Mod-pack-list removes or adds mods, you get prompted if you like to adjust your setup as well. This could go on to dedicated servers running games with mods, using Nexus and Vortex to make sure users have the right mods and versions of mods to be able to log into the server and play with friends. Altering original creations must be done the normal way, so a Mod-Pack list like this can't include "Orcs Red Armor", with green color because creator of Mod-pack like green better. Thank you to remystemple7days for flagging this in a game sub-forum.
  3. Nexus should have a "Share mod list" kind of feature, and when your "mod" (that shares the list, not mod-files created by others) that others could download and "install" with Vortex (or other compatible mod-managers) that went and DL the mods for you. And installed and enabled them. That could be a big step to get more gamers to mod :smile: And on server side, some Nexus extension checked your mod manager, to be sure you have the right mods and versions of mods to be able to log into the server. And server askes client mod-manager to start to correct client-side, if it's needed. Edit: so to be precise: Mod-Manager used, are DL from the original mod-pages, and directs all traffic, endorsement, feedback, updates etc to original authors. So when brand new to modding? No problem! :) Download this "mod-list" of 14 mods, and let Vortex DL, install, enable and deploy all 14 mods for you. All stuff with load-order, dependencies, excluded files, etc are handled my the manifest file you just downloaded. This might be wise to have in the Vortex Subforum. :)
  4. Nope. You didn't do anything wrong, other then not read the patch note for version 0.148.6 of the game.
  5. Why quit a game, 'cause of a mod???? Especially when most of the features (if not all?) are in one way or another uploaded in single mods?? Sense, you make none...
  6. Have a look at the Valheim Support page, and see if anything there helps you out https://www.nexusmods.com/site/mods/210
  7. If mod-author has made it in the mod, as for example the "Clock" mod, you can run "clockmod reset" in CLI. For me, the best way is to use the ingame BepInEx config editor that came with lates version of Valheim Extension.
  8. In response to post #91947883. #91948568, #91948623 are all replies on the same post. I am confused as well. This "change" from Microsoft, does it force all current owner of Skyrim SE, to also have the game on GamePass? Or can current version of Skyrim SE, be modded and played the old fashion way, that we do now? If all futured copies sold, only are available with MS GamePass, (no new sales on Steam, etc) it will be a shot in front of the baug to the community, but I do belive old-fashioned Skyrim (and Oldrim) will survive. Edit: Answered by others in thread. "My" Skyrim will not change. :) So moral is; Stay away from MS GamePass.
  9. Valheim is not native supported by Vortex. But by installing https://www.nexusmods.com/site/mods/210, you add a Extension to Vortex, allowing you to mod Valheim. My best advice is to use this https://valheim.thunderstore.io/package/1F31A/BepInEx_Valheim_Full/ installed, then launch Vortex.
  10. We have no such thing, yet. For now we can use the mod TeleportWolves and use that to move tamed animals from A to B.
  11. Vortex Beta 1.4.5 with Extention 1.0.3 works with out any issues for me. Using Symlink, and haven't had any problem with dll's not appearing in plugin folder.
  12. In my game Boar and Wolfs eat single item from stack on the ground. Dropping 20, returning in a day, 14 left, next day 6, and so on... And you only need to feed them, if they have room for mating. They can go hungry forever.
  13. I noticed that, so I was hoping there was a place where I could add/remove file-names my self. So it was a end-user responsibility to keep track of the changes. For me, it is now only one mod-author that I uses, that adds the following 4 files into the packages. LICENSE README.md icon.png manifest.json I think Vortex only now halts on LICENSE file. I use the mods GraveKeeper and ItemStacks
  14. Yeah. But you must understand if mods are conflicting with each other. And V+ is quite huge. And it might be a good idea to look into how Vortex works. The "Thumbs up" are not some kind of approval from Vortex that a mod is correctly installed. Neither is a green "Enabled" button. That just tells you that Vortex has placed the file where the archive wanted to be placed, according to the Game support Extension for Vortex.
  15. Had some more thoughts about this. Have ideas for two ways this could work ingame. How to implement it is way out of my league. Suggestion 1) Craft a "cage-item" that must be "armed" like any other tool. To activate it, you "use it" (normal attack or special attack button?) on the tamed animal. Like a none damaging way of the Harpoon. This makes the tamed animal passive and to follow you close, and you can walk with it. But the "cage-item" decay over time (given by the item quality level, and what age it is produced), something like wood-structure in rain, but it can go down to zero and break. This "cage-item" you have in player inventory can be moved over to Cart, Karve and Longship inventory, and the decay clock will still ticking down. Animal will be passiv and "locked" next to the Storage place. For me it can be invisible, aka actually "stored inside the cargo-hold" On the cart it would be nice to have some artifact like the boxes and stuff that we see when we fills up the inventory slots. To see status of decay, we must hover over the item in inventory. To swap out the decayed item to a new one, the animal must be in the open, like in a pen. Maybe player can only have 1 Wolf-cage or max 2 Boar-cage in our inventory at the same time? And have limits to how many "cage-item" Cart, Karve and Longship inventory can have? Suggestion 2) This "cage-item" must be placed on hot-bar, and given to the tamed animal (like objects you give to alters to summon bosses). You still keep it in the hot-bar, and "the other half" is in inventory of the tamed animal. (1 slot for Boar, 2 slot for Boar lvl 3, and 2 slot for Wolf, 3 for lvl2 and 4 slot for Wolf lvl 3) Because a companion must be able to carry for you :) Then this "cage-item" can be moved over to Cart, Karve and Longship inventory, just like alternative 1. To move it out of storage, and into a pen, player must set "cage-item" back into hot-bar, and de-activate the link by pressing the hot-bar number, on to the animal. "Give" the item (and "freedom") back to the animal, once again. Now the animal is free of the "cage-item", and can be placed under a new one, if you haven't reached your destination. The Lox sea-transport, could be 4 rafts, put together, with inventory slots to be used as a pram. Player must use a Harpoon like item to link the other vessel to the pram. Lox can follow player on foot, with alternativ 1 or 2. Lox inventory should be many slots, to "carry your burden".
  16. Is there any ValheimPluss.dll in plugins folder? To me it doesn't seems that V+ supports being installed with Vortex.
  17. Playing Valheim for the moment, and some mods have extra files in the archives (readme.me, manifest.json, licens, etc) that Vortex (naturally) reacts on. So can i add file names that I don't want to be deployed into the plugin-folder, and get flagged as "Conflict"? Using Vortex 1.4.3 Beta, with Valheim Extension 1.0.1. Nexus mods only.
  18. And this: https://www.nexusmods.com/valheim/mods/217 Then you only are missing the "none breeding" part and "catch up to you"
  19. This mod works for me; https://www.nexusmods.com/valheim/mods/263
  20. We should be able to transport tamed animals, both on cart and Longship. Suggestion: Build a item that takes up a inventory slot and visualizes as a cage. A cart can carry 1 wolf cage, or 2 boar cages. Longship; 2 wolf cage or 4 boar cages. Cage has durability that can't be repaired by hammer, so lvl 1 cage (pre bronze-age) last for a short time, lvl 2 (bronze-age) last for a ingame day (?) and lvl 3 (iron-age) last for 2 days (?). Lvl 4 is huge raft (black metal) to be towed by Longship for moving a single Lox, lasting 12 hours? Can replace animal into a new cage, but animal need to be let out of old cage and into a pen. Player capture tamed animals into the cage, by placing the cage on hotbar and pressing the key when looking at animal. If making a computer model of cage is difficult at this moment, we can use the Custom Texture mod, to give the animal texture strips (like a prison suit) to indicate that we have it in a cage. When we are near and looking at it, we can see the timer of how long the cage is lasting. Since player didn't "loose" the cage from the hot-bar, we can then open the cart or ship and move the "cage-item" over. Animal will follow the player or cart/ship that has the "cage-item" Would be cool, if animal could stand still on deck/cart flatbed. "Cage-item" could be prohibited to move trough portals (like metal and ore), so "portal mods" must consider to allow it.
  21. We have a few icons we can place on the map. Can we have some more? The text we put under the icons on the map, can that be listed / searched? Can we filter icons with certain text? I have sooooo many copper findings, it is hard to see other marks.
  22. Nexus are so much more then just a "mod-page". Everything that the community creates/changes/adds/removes/etc to a game, helps more people to find Nexus as home for (for example) Cyberpunk 2077 players. So Presets (or savefiles) are not (imho) very "game-changing", but for some gamers, it helps them to quickly start a game, with a character they like. Some of us uses minutes to create something from scratch, and others can use hours to find something they like. People that uploads stuff here must be truthful to what the mod is, and use the correct tags, have a good description and not copying others work. If they don't, we (the users) must report the mod and authors to Nexus staff. As ThunderGod97 said; use content blocking in your settings (https://www.nexusmods.com/cyberpunk2077/users/myaccount?tab=content+blocking) and occasionally use the advanced search. It you really like, you can block authors. They have the freedom to "create" what ever they like, and you have the freedom to not like what they have "created" but also have the freedom to block it.
  23. Yes! And maybe a way to toggle the quest mark from the mission journal? Heck, should be able to "say no to all car sales", so no more msg or quest pop-up.
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