Very nice and interesting mod. Does, or will, this mod do anything additional for those who take the "tracking" line... to stack with this? Something for added benefit for taking the trackers perks?
Thinking this could be the vanilla for those using it and add various boons for being a tracker or taking specific skills that would normally enable this... more colors, special effects on mobs or icons, buffs, bonus dmg, tracking numbers like distance, creature-sight (where you can see the blips/outlines through walls, etc), etc etc... Just wondering. I know you do quite a lot and have been for years, just wondering if you've already thought of something or had plans to implement more to it for the benefit of those perks/skills.
This mod was something I threw together at the request of a deaf person on the forums. While your ideas sound cool, it's really beyond the scope of this mod's purpose.
Yeah I understand. Was just thinking that, whether deaf or not, if you already have the benefit of the tracking, maybe give something a lil extra to the people to take the line for tracking as well.
Still great nonetheless and another fine product in your line of great stuff. Thank you!
Is this compatible with a21 and is it always active or do you need the tracking skill to have it? Also guessing this works with sleepers soon as they pop in?
I honestly haven't got around to testing it yet, so I can't say for sure. But I would think it still works. It doesn't require a perk or anything, it's just on all the time. It should track any entity that is within range.
Good to hear! It is pretty light, and doesn't rely on something that another mod could really change, so it should be pretty compatible with almost any mod. About the only thing that could cause issues is if a mod removes nav_objects from things.
Pushed an update to fix some odd XP issues this mod was somehow causing. Still not sure why it was doing it, but it seemed to block the player from gaining XP for enemy kills that died from burning/bleeding.
I had to rework it a bit, so now it uses entity's nav objects instead of the buff icons. This means they now show on the compass instead of in the normal buff display area. It also means it is a bit easier to tell what enemy is around as most use their tracking icons. It should work with other modded entities as well assuming they share the needed tags this mod targets. Hope this is okay with everyone. :)
Just checked and zombie bear shows. Zombie dog and snakes and others use the same as the bear as I didn't want to have to individual buffs for every type or critter. Vultures work too but they stay so far up that the buff doesn't reach far enough.
Just wondering, If a Player Joins a server with this mod installed>? Would it work for just them on the server? Or would it need to be a Server Side mod for it to work for the player too?
I downloaded it again and have the zAlert folder in mods and it still doesn't show up
Could one of my other mods be inferring with it?
Edit: I get an error: ERR XML loader: Loading and parsing 'buffs.xml" failed
I don't know if its from this mod or another one but im gonna look if my other mods have buffs.xml and try removing one by one
Edit2: yeah removing all mods with buffs.xml except this one has it working now. maybe one of my mods is just outta date or broken. i'll figure it out.
I haven't tried it myself, but I don't see why it wouldn't work. It only adds buffs that use vanilla sprites on screen. It doesn't mess with any UI xml.
23 comments
Thinking this could be the vanilla for those using it and add various boons for being a tracker or taking specific skills that would normally enable this... more colors, special effects on mobs or icons, buffs, bonus dmg, tracking numbers like distance, creature-sight (where you can see the blips/outlines through walls, etc), etc etc... Just wondering. I know you do quite a lot and have been for years, just wondering if you've already thought of something or had plans to implement more to it for the benefit of those perks/skills.
Still great nonetheless and another fine product in your line of great stuff. Thank you!
I had to rework it a bit, so now it uses entity's nav objects instead of the buff icons. This means they now show on the compass instead of in the normal buff display area. It also means it is a bit easier to tell what enemy is around as most use their tracking icons. It should work with other modded entities as well assuming they share the needed tags this mod targets. Hope this is okay with everyone. :)
Could one of my other mods be inferring with it?
Edit: I get an error: ERR XML loader: Loading and parsing 'buffs.xml" failed
I don't know if its from this mod or another one but im gonna look if my other mods have buffs.xml and try removing one by one
Edit2: yeah removing all mods with buffs.xml except this one has it working now. maybe one of my mods is just outta date or broken. i'll figure it out.
thank you for this mod