[MOD] Loot Realism mod pack

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Ryan7251
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Joined: Sat Feb 29, 2020 12:30 pm

Re: [MOD] Loot Realism mod pack

Post by Ryan7251 » Wed Mar 04, 2020 2:47 am

Ryan7251 wrote:
Wed Mar 04, 2020 2:32 am
Hi i think i have ran into a compatibility issue but i don't know what mods are doing it.
Ok so i think it has to do with spells or something because whenever i open my spell book the game stops registering my inputs other then i can move the mouse around anyway i have the following mods.
1.Archaeologists
2.Decorator
3.Dream
4.levelup adjuster
5.lootrealism
6.NPC health indicators
7.unleveled mobs
EDIT:So i tried the mod with no other mods on and i have the same issue my mouse just acts like nothing is there when i click i can't click out or on any spells however i did find out i can hit E and i can leave the spell book but nothing else works odd stuff.

BadLuckBurt
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Re: [MOD] Loot Realism mod pack

Post by BadLuckBurt » Wed Mar 04, 2020 4:48 am

What happens without any mods?

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Ralzar
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Re: [MOD] Loot Realism mod pack

Post by Ralzar » Wed Mar 04, 2020 7:16 am

How about with no mods? Loot Realism does not touch the actual spellbook menues. There is nothing in it that should cause this effect. I am suspecting game or user error in your end here.
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

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pango
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Re: [MOD] Loot Realism mod pack

Post by pango » Wed Mar 04, 2020 9:06 am

Game logs, or at very least some game save could help understand what's going on...
To find logs: viewtopic.php?f=24&t=313
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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Magicono43
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Joined: Tue Nov 06, 2018 7:06 am

Re: [MOD] Loot Realism mod pack

Post by Magicono43 » Tue Mar 17, 2020 1:56 pm

Would you consider adding equipment wearing monsters such as Orcs to your mod? At least the "AddOrEquipWornItem" part that gives the random condition values on the spawned enemy? I like that human enemies all have random quality equipment on them, but strange that orcs all have brand new stuff on them. If anything, I would think the mostly barbaric orcs would have mostly worn and none maintained gear on them.

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Skakmat
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Re: [MOD] Loot Realism mod pack

Post by Skakmat » Tue Mar 17, 2020 2:19 pm

Magicono43 wrote:
Tue Mar 17, 2020 1:56 pm
Would you consider adding equipment wearing monsters such as Orcs to your mod? At least the "AddOrEquipWornItem" part that gives the random condition values on the spawned enemy? I like that human enemies all have random quality equipment on them, but strange that orcs all have brand new stuff on them. If anything, I would think the mostly barbaric orcs would have mostly worn and none maintained gear on them.
Well in later games they get talked up a lot for their armor and weaponsmithing abilities, maybe that's what it is.

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Hazelnut
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Re: [MOD] Loot Realism mod pack

Post by Hazelnut » Tue Mar 17, 2020 4:24 pm

Already considering it, but thanks for the suggestion. I even fooled myself recently thinking the mod wasn't working cos I was getting new stuff dropping before I realised I was fighting orcs.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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