Elemental Mod for MM7 -- v4.0 open beta
Re: Elemental Mod for MM7 -- v4.0 open beta
Gotcha, this seems to be another bug that only shows with MMExt 2.2. With 2.3 or no MMExt it's okay, but with 2.2 the mod seems to think you're in an unpopulated area (such as Eeofol or Shoals), and the reputation gets fixed at zero. I'll investigate this shortly.
Last edited by Tomsod on 27 Jan 2025, 17:46, edited 1 time in total.
Re: Elemental Mod for MM7 -- v4.0 open beta
I tested savefile with
vanilla + grayface + mmextension : reputation works
vanilla + grayface + elemental : reputation works .
mmextension 2.2 + elemental is where things go wrong. Order in which they are installed doesn't matter.
vanilla + grayface + mmextension : reputation works
vanilla + grayface + elemental : reputation works .
mmextension 2.2 + elemental is where things go wrong. Order in which they are installed doesn't matter.
Re: Elemental Mod for MM7 -- v4.0 open beta
Alright, the culprit is the RemoveMapStatsLimit.lua script in Structs/After. Removing it fixes the reputation issue. I've made sure to work around it in MMExt 2.3, but somehow missed that 2.2 also has that script (and evidently it's different enough).
MM7 fun fact: did you know that when the game checks for elemental damage on wielded weapons, it ignores item type? That is, while normally unobtainable, shields of e.g. Infernos would properly add fire damage to melee attacks. This feels like a missed opportunity, as modders could add such items since at least BDJ's time, but I don't recall ever seeing one.
Less fun fact: I had a mechanic that "mixed" weapon attack types when dual-wielding e.g. a Spectral and an ordinary weapon, splitting total damage roughly in half between the two elements. Turns out it was broken for a while, due to a typo almost three years ago, and I only just noticed! I wish I could make some kinda automated regression tests for this.
MM7 fun fact: did you know that when the game checks for elemental damage on wielded weapons, it ignores item type? That is, while normally unobtainable, shields of e.g. Infernos would properly add fire damage to melee attacks. This feels like a missed opportunity, as modders could add such items since at least BDJ's time, but I don't recall ever seeing one.
Less fun fact: I had a mechanic that "mixed" weapon attack types when dual-wielding e.g. a Spectral and an ordinary weapon, splitting total damage roughly in half between the two elements. Turns out it was broken for a while, due to a typo almost three years ago, and I only just noticed! I wish I could make some kinda automated regression tests for this.
Re: Elemental Mod for MM7 -- v4.0 open beta
Glad you found the cause.
I played EI without MMextension and had no issues.
A few comments :
The number of throwing daggers that can be reapired goes down fast and appears to halves every time.
I bought a set with 76, after clearing dragonflies it was down to 20 .
Weapon shop hadn't restocked yet, had to rest several days before i got a new one.
One of the reasons why it went down so fast was its short range which wasted many knives.
Would it be possible to not fire if target is out of range ?
Had to reload the weapon shop several times to get even 1 set of throwing knives available .
Maybe give 1 free set of throwing knife when dagger skill is taken / bought ?
I do like the knives though and using them feels natural for my thief .
On hard the 50% reduction to money rewards & sell prices hurts. Doing temple + 4 times dragonflies netted just 3.5 k gold .
Shops have better gear then I have now, but I can't afford it. Buying skills & spellbooks is going to be very hard with so little gold.
I'm considering redoing EI on easy and delay using hard until much later in game.
I played EI without MMextension and had no issues.
A few comments :
The number of throwing daggers that can be reapired goes down fast and appears to halves every time.
I bought a set with 76, after clearing dragonflies it was down to 20 .
Weapon shop hadn't restocked yet, had to rest several days before i got a new one.
One of the reasons why it went down so fast was its short range which wasted many knives.
Would it be possible to not fire if target is out of range ?
Had to reload the weapon shop several times to get even 1 set of throwing knives available .
Maybe give 1 free set of throwing knife when dagger skill is taken / bought ?
I do like the knives though and using them feels natural for my thief .
On hard the 50% reduction to money rewards & sell prices hurts. Doing temple + 4 times dragonflies netted just 3.5 k gold .
Shops have better gear then I have now, but I can't afford it. Buying skills & spellbooks is going to be very hard with so little gold.
I'm considering redoing EI on easy and delay using hard until much later in game.
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