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LeonCCA

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LeonCCA

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15 comments

  1. Astray91
    Astray91
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    Just curious does anything special need to be done to get this mode working in multiplayer? My friend and I both had it and it worked on his end but not on mine when we used crystals to refill.
  2. egoxxl
    egoxxl
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    Doesnt work anymore since yesterdays patch
    1. LeonCCA
      LeonCCA
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      I'll take a look when I've some time, thanks for telling me
    2. LeonCCA
      LeonCCA
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      It's a problem from the Allow Mods Mod, we're gonna have to wait for the author to fix it. It always happens after each big patch. See if this works in the meantime: https://www.nexusmods.com/remnant2/mods/144
  3. BlackSkillX
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    I would like to provide an idea for a another mod. 
    From your other replies I assume you aren't interested, I still gotta try it.

    Confidence booster rework: Remove the +10% damage resist, but make it last 60 minutes.

    Would really help out us melee players. Always having to use Steadfast to prevent getting staggered or stimming us all 40 seconds really limits melee playstyle.
    Let me know what you think! 
    1. LeonCCA
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      You seem to know me well real fast haha. Yeah, stagger is an important feature of a melee combat system. If there's no stagger, you can freely trade hits till someone dies (which is why Elder Scrolls' combat is so simple and mediocre). It's already questionable if Steadfast is balanced as is.
  4. yaoxikang
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    Thanks for your mod! Can you post a version that only just makes consumables and concoctions last forever? Its a pve game and I just want some fun :)
    1. LeonCCA
      LeonCCA
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      I made one that makes concoctions last forever already, but I'm not willing to do it for consumables as IMO it breaks the game and I only mod stuff that I'm gonna use myself. You could hire me for that, but those kind of things I don't usually like to make public.
  5. Shylo50
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    This is the only mod I've found that actually seems to enhance the existing gameplay of Remnant 2 without turning it into a whole new game with how OP you make yourself, oh my lord. I love this idea so much. Gonna download and try it out now, since I haven't touched Forgotten King that much (got the Archetype and I think just one weapon mod... and I think two melees?) and I wanna prep for DLC2. I'll lyk my thoughts once I've messed around with it some. Cheers!
    1. LeonCCA
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      Thanks for the kind words, hope you like it! I told a dev (Tragic) about the mod idea, he was right after an NG+4 run on Lords of the Fallen (reboot) and that game has this very consumables system, and he seemed to like the idea. I hope the team'll consider it for Rem3 (if there is Rem3 haha)
    2. Shylo50
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      Def enjoying it!
      I will say, so far, the only issues I've come across feel more fundamental than anything else-- eg. pipe bombs taking too long to equip, throw, etc, and not having enough quick slot bars.
      The only other thing I could mention is that 7 is vastly overtuned for Veteran playthroughs... at least, feels like it. Veteran is what I run for casual playthroughs as I get reaccustomed to the game, because I'm not confident in my dodging skills. But my lifesteal with World's Edge is through the roof, even after the nerf, haha. Not to mention Alchemist primary helps the duration quite a lot. 
      I know I can edit it myself, but not sure what I'd put it at.
      Just noticed that thus far I've only been using Pipe Bombs very sparsely with my playstyle-- that is, large "f*#@ off" areas with Kinship-- and health regen/lifesteal means that I only need to use liquid courage/rocket fuel in boss fights, and I've only ever put myself down to 3 at minimum. 
      I think 7 for the status ailments is fine, though.
      But I have no idea if Veteran for casual playthroughs is the norm. Just my own experience. Gonna do more, will post again if my thoughts change. Many thanks for this! Love being able to use this aspect of the game. <3

      And about the consumable system being made into vanilla Remnant? I think there's a good chance it gets into Rem2 honestly. Reading the patch notes, there were so many "expect more on this later" dev notes that it REAAAALLY doesn't feel like a "one more abberation-sized update, decent size bug/balance patch and a DLC before support peters out"
      I betcha we get at least 2 more unannounced DLC. One more for Root Earth, one for... either the Labyrinth or basic earth. Not sure. I think we'll get all three expanded on in some form, though.
      Here's my build before I forget btw. Not my ACTUAL build, technically, but it's what I've been running 80% of the time since installing the mod. https://sta.sh/22cwjabm6762?edit=1
  6. Faen90
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    Hey there...

    Script is kinda broken. you have a `return end` in the middle of your loop if it comes across an invalid item.

    I changed that to a continue so any valid resources still get refilled.

    In my case the problem are these two items
    [2024-02-22 15:00:46] [Lua] [ResourceRevamp] Invalid Consumable - ProcessedKoara
    [2024-02-22 15:00:47] [Lua] [ResourceRevamp] Invalid Consumable - KoaraPellet

    as soon as the loop hit those items the conditions you have returned false and just returned rather than continuing onto the next element.

    Here is the modified code, logging left in for testing.
    for name, consumable in pairs(Consumables) do
        print("[ResourceRevamp] Attempting To Refil - " .. name .. "\n")
        local consumable_reference = StaticFindObject(consumable[REFERENCE])
        local consumable_default = StaticFindObject(consumable[DEFAULT_VALUES])
       
        if not consumable_reference:IsValid() or not consumable_default:IsValid() then
            print("[ResourceRevamp] Invalid Consumable - " .. name .. "\n")
            goto continue
        end
       
        local soft_reference = KSL:Conv_ClassToSoftClassReference(consumable_default:GetClass())
        local current_amount = PlayerInventory:GetQuantity(soft_reference, -1)
        local to_be_added = consumable[MAX_QUANTITY] - current_amount
       
        print("[ResourceRevamp] Should Refil - " .. to_be_added .. "x " .. name .. "\n")

        if to_be_added > 0 then
            PlayerInventory:K2_AddItem(consumable_reference, to_be_added, 0, "", false)
        end
       
        ::continue::
    end

    print("[ResourceRevamp] Consumables refilled\n")
    end

    Cheers!
    1. LeonCCA
      LeonCCA
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      Pretty nasty bug, thank you for taking time to report it (and debug it!). I read it this late before bed but I'll fix it in the morning as soon as I wake up. EDIT: I need to take more time and get back to coding this in general, I'd like the mod to only refill consumables that you've already acquired but last time I struggled and left it for later. I also don't like the data dictionary at the top, I'm sure I could make it more compact/put it in a data file.
    2. Faen90
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      Remnant 2 seems to completely remove any trace of the item when you use the last one and I can’t see a good method for checking if you have ever had an item. The only way I can think of doing this is using an event to capture first time pick ups and storing a simple Boolean for the item, you could use your existing dictionary and a data file to add a ShouldRefill() 
    3. LeonCCA
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      OK fixed the bug on my side, thanks again! For some reason Koara Pellets don't have the name I thought now so, for the time being and till I find it, I'll be commenting those lines and not using it. The item is s#*!, anyway (literally!) haha. The Processed Koara is working normally and refills to 7 on my end.

      Yeah, none of the solutions to the item collecting thing satisfy me that much. I got suggested that about the boolean recently and I've been thinking about it. When I have some time to get to it I might just do that.