heloo5t5 Posted July 16, 2021 Share Posted July 16, 2021 As the title suggests, will mods be compatible with the latest version of rejuvenation? For example, the debug mod? Quote Link to comment Share on other sites More sharing options...
Launce Posted July 16, 2021 Share Posted July 16, 2021 I would say no. At least until you hear from those who manage those mods. Quote Link to comment Share on other sites More sharing options...
ArcBolt27 Posted July 19, 2021 Share Posted July 19, 2021 On 7/16/2021 at 4:31 PM, CandyRock said: as the person above me said no atleast not until you hear from the people who manage those mods, v12 still doesn't have a debug mod. so its better to have a backup. its better to copy the data folder replace the normal script file with the debug one and then rename it so you don't forget about it. you can then just replace the normal data folder with one that has the debug script whenever you need to use debug and vice versa if you want to play on v13. yea i can agree on t likely gonna take a bit for mods to come out for v13 with how fresh it is........... as for no debug for v12? tell that to my harddrive Quote Link to comment Share on other sites More sharing options...
Dado Posted July 19, 2021 Share Posted July 19, 2021 (edited) 9 hours ago, CandyRock said: THERES A DEBUG FOR V12!? i seriously didn't know AMB - AddOpt_DebugMenu.rbHere you go, put the amb file in your mods folder, and RENAME your old scripts file so you dont lose it, and then rename the scripts44 file I attached to this post to scripts, and debug will be on, you can find its options under options ingame, it works for v12 not v13 though, which sucks as i could use it to get back the soul labyrinth maze, as my save file dosen't have the ability for my character to RUN, so its impossible for me to complete the maze and im softlocked :( EDIT: I returned to a place in v13 that hadn't changed much since v12, loaded up in v12, and used debug to fix my issue (giving me running shoes, which I didn't have due to a bug, just be careful doing this, I did not move while loaded up in v12) Scripts44.rxdata Edited July 20, 2021 by Dado 1 Quote Link to comment Share on other sites More sharing options...
Lillietea Posted July 29, 2021 Share Posted July 29, 2021 Here are the mods that are currently working that I use:https://drive.google.com/file/d/1W7QZ2_fcKqJx_2-c-Kae9K3_aAVIiE2G/view?usp=sharing I'd advise using GenerateSpecificPID carefully, the ShowStatsBoost mod is a bit buggy (always showing that mons have maximum crit boost and not showing up near mons that have shields), also had to edit the ItemRadar mod to stop the game from crashing upon turning the Itemfinder on and edit the debug mod so it doesn't have a Controls option in the main menu because it crashed the game upon being chosen, because of the debug mod you can't access the trainer card when playing any character other than MC. Also battle-related mods may crash the game when entering an encounter in the Safari Zone. On the other note I would like to say that the mods are NOT mine, they belong to their respective creators, I've just edited some of them a bit P.S. If you want to use the GenerateSpecificPID mod you have to use the debug mod from this folder because it may not work with other debug mods (at the very least I've seen one debug mod with which it's not working) Quote Link to comment Share on other sites More sharing options...
ArcBolt27 Posted July 29, 2021 Share Posted July 29, 2021 On 7/16/2021 at 4:20 PM, heloo5t5 said: As the title suggests, will mods be compatible with the latest version of rejuvenation? For example, the debug mod? i went and checked for myself the other day and i can confirm the mods for v12 are compatible with v13 as long as they dont replace the scripts.rxdata file so if you have a copy of v12 with mods you can simply copy/paste that over and it should work with no issues, tho if you do have the sharedPC mod for v12 delete it for v13 as trying to use that on v13 can cause the game to crash on startup Quote Link to comment Share on other sites More sharing options...
resonatelife Posted August 3, 2021 Share Posted August 3, 2021 On 7/29/2021 at 9:06 AM, alisekoroleva said: Here are the mods that are currently working that I use:https://drive.google.com/file/d/1W7QZ2_fcKqJx_2-c-Kae9K3_aAVIiE2G/view?usp=sharing I'd advise using GenerateSpecificPID carefully, the ShowStatsBoost mod is a bit buggy (always showing that mons have maximum crit boost and not showing up near mons that have shields), also had to edit the ItemRadar mod to stop the game from crashing upon turning the Itemfinder on and edit the debug mod so it doesn't have a Controls option in the main menu because it crashed the game upon being chosen, because of the debug mod you can't access the trainer card when playing any character other than MC. Also battle-related mods may crash the game when entering an encounter in the Safari Zone. On the other note I would like to say that the mods are NOT mine, they belong to their respective creators, I've just edited some of them a bit P.S. If you want to use the GenerateSpecificPID mod you have to use the debug mod from this folder because it may not work with other debug mods (at the very least I've seen one debug mod with which it's not working) How exactly do you enable these for v13? All script file replacements dont work anymore. is there a manual way to enable mods? Quote Link to comment Share on other sites More sharing options...
Lillietea Posted August 3, 2021 Share Posted August 3, 2021 11 hours ago, resonatelife said: How exactly do you enable these for v13? All script file replacements dont work anymore. is there a manual way to enable mods You don't have to replace the scripts and none of these files replace anything Quote Link to comment Share on other sites More sharing options...
resonatelife Posted August 4, 2021 Share Posted August 4, 2021 18 hours ago, alisekoroleva said: You don't have to replace the scripts and none of these files replace anything Then how do you use these mods? Quote Link to comment Share on other sites More sharing options...
Lillietea Posted August 4, 2021 Share Posted August 4, 2021 4 hours ago, resonatelife said: Then how do you use these mods? Just put the Mods folder into the Data folder Quote Link to comment Share on other sites More sharing options...
Shiruu34 Posted August 12, 2021 Share Posted August 12, 2021 I get this error message after trying to activate the permanent itemfinder mod Quote Link to comment Share on other sites More sharing options...
Lillietea Posted August 12, 2021 Share Posted August 12, 2021 1 hour ago, Shiruu34 said: I get this error message after trying to activate the permanent itemfinder mod Did you use the one from the official rejuv modpack or the one that I posted? Because for the first one to work you need to remove a line from it, which I did, posting the working version afterwards in this topic. Quote Link to comment Share on other sites More sharing options...
Shiruu34 Posted August 14, 2021 Share Posted August 14, 2021 On 8/12/2021 at 3:26 PM, alisekoroleva said: Did you use the one from the official rejuv modpack or the one that I posted? Because for the first one to work you need to remove a line from it, which I did, posting the working version afterwards in this topic. Ah yes, now i see. I've now replaced it with the one you noticed. Quick question tho: do you know of a V13 compatible version of the miningoverhaul mod, because that's one I really liked having. Quote Link to comment Share on other sites More sharing options...
Lillietea Posted August 15, 2021 Share Posted August 15, 2021 3 hours ago, Shiruu34 said: Ah yes, now i see. I've now replaced it with the one you noticed. Quick question tho: do you know of a V13 compatible version of the miningoverhaul mod, because that's one I really liked having. As far as I know the one from the V12 Rejuv modpack works, and I've included it in the archive (that archive basically includes every V13-compatible mod that I know of) EDIT: that is, if you meant the MiningForRich mod. Dunno about the mining overhaul. Quote Link to comment Share on other sites More sharing options...
CorEagle Posted August 15, 2021 Share Posted August 15, 2021 On 8/4/2021 at 9:29 PM, alisekoroleva said: Just put the Mods folder into the Data folder I think what the guy was saying was that in the previous version, the modpack had a downloadable script which would replace the original script. This script had an added line which would enable mods. I'm assuming that the original Rejuv 13 doesn't have this line, as such, cannot enable these mods. Quote Link to comment Share on other sites More sharing options...
Lillietea Posted August 15, 2021 Share Posted August 15, 2021 3 hours ago, CorEagle said: I think what the guy was saying was that in the previous version, the modpack had a downloadable script which would replace the original script. This script had an added line which would enable mods. I'm assuming that the original Rejuv 13 doesn't have this line, as such, cannot enable these mods. No, on the contrary, it seems that V13's scripts file has this line, because the mods work just fine without replacing anything. And even if it doesn't have this line, well. Why should it matter when the mods work regardless? Quote Link to comment Share on other sites More sharing options...
Shiruu34 Posted August 16, 2021 Share Posted August 16, 2021 On 8/15/2021 at 2:35 AM, alisekoroleva said: As far as I know the one from the V12 Rejuv modpack works, and I've included it in the archive (that archive basically includes every V13-compatible mod that I know of) EDIT: that is, if you meant the MiningForRich mod. Dunno about the mining overhaul. I did mean the mining overhaul Quote Link to comment Share on other sites More sharing options...
Lillietea Posted August 16, 2021 Share Posted August 16, 2021 21 minutes ago, Shiruu34 said: I did mean the mining overhaul In that case, can't help you, sorry. Quote Link to comment Share on other sites More sharing options...
Shiruu34 Posted August 18, 2021 Share Posted August 18, 2021 I've also discovered that the Eggwaitingicon mod from the v12 modpack is also compatible with the v13 one. Quote Link to comment Share on other sites More sharing options...
Anerunae Posted August 19, 2021 Share Posted August 19, 2021 This seems to be the only mod causing problems for me. It's a shared PC mod for rejuv. Can someone help me get it to work in v13? I really want to use it SWM - SharedPC.rb Quote Link to comment Share on other sites More sharing options...
Anerunae Posted August 19, 2021 Share Posted August 19, 2021 11 minutes ago, Anerunae said: This seems to be the only mod causing problems for me. It's a shared PC mod for rejuv. Can someone help me get it to work in v13? I really want to use it SWM - SharedPC.rb 24.92 kB · 0 downloads Nevermind, seems there's already a modified version for v13 here! Quote Link to comment Share on other sites More sharing options...
CorEagle Posted August 21, 2021 Share Posted August 21, 2021 @alisekoroleva Quick question, have you tested pickupQOL on v13? Quote Link to comment Share on other sites More sharing options...
Lillietea Posted August 21, 2021 Share Posted August 21, 2021 44 minutes ago, CorEagle said: @alisekoroleva Quick question, have you tested pickupQOL on v13? Yes, even though it doesn't crash the game, it still doesn't work, sadly. Using PickupQoL with V13 just stops pokemon from picking up items. Quote Link to comment Share on other sites More sharing options...
Shaytoplay Posted August 21, 2021 Share Posted August 21, 2021 On 8/12/2021 at 9:26 AM, alisekoroleva said: Did you use the one from the official rejuv modpack or the one that I posted? Because for the first one to work you need to remove a line from it, which I did, posting the working version afterwards in this topic. I just downloaded the one you posted, and it didn't work... I don't know if it needs another change for 13.0.3 but it does not work for me. Quote Link to comment Share on other sites More sharing options...
Lillietea Posted August 21, 2021 Share Posted August 21, 2021 13 minutes ago, Shaytoplay said: I just downloaded the one you posted, and it didn't work... I don't know if it needs another change for 13.0.3 but it does not work for me. I use the exact same version, the latest patch (tho it works with older patches and the first V13 release as well) and everything works. Do you have an Itemfinder? Have you turned it on? Have you put both the SWM - ItemRadar.rb and SWM - ItemRadar.png into the mods folder? If the issue is not about anything I've mentioned, then I don't know how to help you, sorry. Quote Link to comment Share on other sites More sharing options...
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