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adm244

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  1. Take this with a grain of salt. According to KCD mods documentation here on nexus (which is more like a leaked in-house Q&A) for newly placed brushes\entities\<you_name_it> "RainOccluder" flag is set to false, resulting in environmental effects like rain to ignore collisions with such objects. When editing a level from within an editor one just have to select a brush they're interested in and set "RainOccluder" flag to true. That will enable this object to be registered by rain (unless collisions are unloaded\disabled or simply not existing). As for changing this flag from within a LUA script, there's a function you can call on entity named "SetFlags" with "ENTITY_FLAG_RAIN_OCCLUDER" parameter, setting it to 0 or 1 like that: local spawnedEntity = System.SpawnEntity(<...>) spawnedEntity:SetFlags(ENTITY_FLAG_RAIN_OCCLUDER, 1) But that's in theory. In practice I was unable to make it work, so more investigation is needed. Link to KCD mods documentation page: https://wiki.nexusmods.com/index.php/Weather_Documentation#Rain_occluders A list of what I believe are entity flags: ENTITY_FLAG_WRITE_ONLY ENTITY_FLAG_NOT_REGISTER_IN_SECTORS ENTITY_FLAG_CALC_PHYSICS ENTITY_FLAG_CLIENT_ONLY ENTITY_FLAG_SERVER_ONLY ENTITY_FLAG_CALCBBOX_USEALL ENTITY_FLAG_IGNORE_PHYSICS_UPDATE ENTITY_FLAG_TRIGGER_AREAS ENTITY_FLAG_NO_SAVE ENTITY_FLAG_NO_PROXIMITY ENTITY_FLAG_VOLUME_SOUND ENTITY_FLAG_AI_HIDEABLE ENTITY_FLAG_MODIFIED_BY_PHYSICS ENTITY_FLAG_UPDATE_HIDDEN ENTITY_FLAG_EXTENDED_NEEDS_MOVEINSIDE ENTITY_FLAG_EXTENDED_CAN_COLLIDE_WITH_MERGED_MESHES ENTITY_FLAG_EXTENDED_FORCE_UPDATE ENTITY_FLAG_CASTSHADOW ENTITY_FLAG_RAIN_OCCLUDER ENTITY_FLAG_GOOD_OCCLUDER P.s. "EXTENDED" flags are probably used with "SetFlagsExtended(<...>)".
  2. Here's "quick-n-dirty" implementation of such a mod in form of a native code patcher: https://www.nexusmods.com/kingdomcomedeliverance/mods/972
  3. I can confirm that "Unlimited Saving No Schnapps" works on 1.9.1 for me (I have an old version of it though). Make sure that mods are located in a "Mods" folder, since starting from 1.9.0 game moves all installed mods into "mods_old" and removes "Mods" folder.
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