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Everything posted by Waynolt
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As far as I know the Sandbox doesn't actually change much of the original game (it just adds areas and maybe a few script functions of its own), thus it should actually be quite compatible with this modpack... have you tried simply adding the line Dir["./Data/Mods/*.rb"].each {|file| load File.expand_path(file) } at the start of the Main script inside of Sandbox's own "Scripts.rxdata" file?
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If you would send me the "Scripts.rxdata" file from Fullmoon then I could try to apply the required changes to "NoTMXNeeded"... it would just be a script edit though, so you'd have to try it and see if it works correctly.
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"Can", yes. "Will", on the other hand, is a completely different matter... you see, maintaining mods that I (mostly) currently use for a game I'm still playing isn't a big problem (because I'd be doing that anyway), but porting them to a different game that I'm not playing is. I'm willing to help someone else make a port for that different game, but testing and actual maintenance would then be up to that "someone else". For example, this modpack does have a Rejuvenation version only because @DreamblitzX made it; I only helped fix the most glaring issues. By the way: it *is* possible that this modpack will work in Fullmoon without making a port for it, but only if the game's scripts are the exact same as Reborn's or Rejuvenation's (and even then the ChooseStarter component wouldn't work anyway, because it needs to know where exactly the starter selection room is)
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Well, not really, since you couldn't have known it would happen, but at least now we know how it happened. So... #worth, I guess? Anyway, have fun with the game!
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No, I meant if you had one when you installed the mods... you see, the mod is set to only overwrite the last box if the file "sharedpc.rxdata" exists, else it just creates one copying the contents of your last box. For this reason, the problem you had should only happen if, for some reason, you happen to already have an empty "sharedpc.rxdata" file when you first install the mod. Another possibility is that the number of the last box changed between two savegames, which is an even more specific occurrence (since it requires switching between two different episodes of the game that happen to have a different number of max boxes in the PC) Because "everybody everything lies". XD
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Game.rxdata Please note that these are not the same as yours: they were spawned as a replacement, since I doubt the ones you originally had can be recovered. Did you update or downgrade from or to a previous episode of Reborn shortly before or after trying to use the mod? Were you using any other version of SharedPC before, or did you for any reason already have a "SharedPC.rxdata" file in your savegame folder?
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What actions did you do exactly, and in what order? (The missing mons can be "debugged" back in if you want, if they cannot be recovered otherwise)
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I can confirm they are due to the compatibility file: there was a bug that caused the script to check for the wrong badge. It should be fixed now in the compatiblity patch, but please note that the Follower mod is a quite extensive one, so it is very much possible that this change might cause other unforeseen bugs.
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That's strange... you see, the mod doesn't change the badge check: it just makes the game believe that every mon in your party knows every HM move you have a machine for. If you could please post your savegame here, then I could try to investigate the issue further. P.S. The debug mode is not a feature; it is a powerful developement tool that you're never supposed to use or need during normal gameplay.
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The current version of the game (the one dated December 24th 2017) is version 17.1; afaik there is no version 17.2
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Additional Options Mod v7 [E17.1][deprecated]
Waynolt replied to Aironfaar's topic in The Mod Market
It should be the variable 228; as for its value, afaik Mareanie is 1 and Azurill is 0. -
The mod file in the folder is named "ChooseStarter-NoTMXNeeded.rb"
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Your savegame works fine for me with the SharedPC mod. Please try doing all of the following, in this order: load the savegame without the SharedPC mod, then save, then delete the file SharedPC.rxdata from your saved games folder (if you have it). Last, try if installing the SharedPC mod again keeps giving out that error.
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Could you please update to the latest version of the modpack (just to be sure)? Then, if the problem is still happening, please try if deleting SharedPC fixes it. Also yes, the savegame might help.
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That's a little vague... When does it happen exactly? When you start a new game? When you load a game? When you save? When you start a battle? Elsewhere? Which mods are you using? Which version of the modpack? Which episode of Reborn?
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It's explained here: http://www.rebornevo.com/forum/index.php?/topic/24930-swm-modular-modpack-e171/&do=findComment&comment=610911 The same explanation is also in the file "Readme.pdf" included in the same archive as the mods.
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You can find a detailed step-by-step explanation here: http://www.rebornevo.com/forum/index.php?/topic/27999-pr-mod-menu/&page=6&tab=comments#comment-726191
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There already is - when the wall should have collapsed, it displays a text stating how much the last hit costed and how much money you still have. (I had uploaded it immediately btw )
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At the moment it costs 10 per hit (20 for the hammer) (cumulative: 1st extra hit is 10, 2nd is 20, etc) Wouldn't be complicated at all - though I'm unsure if that's better. Mmm... what about party HP instead? If you have unfainted Rock or Ground types, then each extra hit costs them some HP (as if they were personally holding the wall up while you finish).
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Sure, it's simple enough - but you'll have to pay for the mining equipment (= the wall won't collapse as long as the player is spending money on mining equipment) (I know, it doesn't make sense that the player can get the materials shipped wherever they are in at the moment, but imho the wall not collapsing shouldn't be free either, as it would make the minigame pointless)
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At the end of step #4 your savegame should be named "game.rxdata"; if there isn't a "game.rxdata" or if the game had to create a "game.rxdata", then you are doing it wrong. You see, the game only loads the file called "game.rxdata"; any other file in the folder is either a backup or a file created by this mod. If you have 2 "game.rxdata" then it's an extension problem: set it to show extensions, and make sure that your savegame #2 has not been named "game.rxdata.rxdata"
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1. Load save #1 2. Put mons in the last box (auto renamed "Shared box") 3. Save 4. Rename save #2 to game.rxdata 5. Load save #2 6. Done; the mons in the last box (auto renamed "Shared box") will be those you put in it during step #2
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Yes, you can.
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Sounds good. Nice! I've deleted my version of it (no reason to keep redundant components around). Done (simply commented out the part that deletes older saves). (Having them moved to another folder is a can of worms I'd rather not open without a very good reason ) SetWeather already offers this option: if you have both SetWeather and UnrealTime installed, then amongst the weather options you'll find one that changes the time and date.
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@DreamblitzX is probably right here... "select weather" is no longer a good representation of all this mod does. I'm renaming it, taking inspiration from Trumpkin's nickname.