Battle Brothers
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LiaAshborn

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26 comments

  1. LiaAshborn
    LiaAshborn
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    Due to the rally file crashing the game when decompiled I had to resort to a somewhat less elegant solution to get those moral rolls in the log. Please let me know if you see any problems such as failing a morale roll but the log saying you passes etc.

    Version 1.1 - combat log starts extended.
  2. Blobzz
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    DONT use,  mod causes  constant "engaged in melee combat" bug.
    1. RuCombatTomato
      RuCombatTomato
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      +
    2. SoupDiddly
      SoupDiddly
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      True :(  Great mod otherwise
  3. PTight99
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    @Boyski: Just started learning modding in BB and your work has been very helpful. Thank you.

  4. BlueBus
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    Although it looks like support for this mod has dropped, I thought I would add this post to confirm what others last posted below and to possibly offer some further clarification, in case it ever helps.  (Basically confirming what theavenger99 said below). 

    I also spent a lot of time narrowing it down to this one, and tested with only this and mod_hooks installed.  And then retested exact same battle with this removed - and the battle goes fine.  (And then did some additional retesting with a couple other mods to see if I could learn more.)

    'Stuck in melee' effects:  (and there are no adjacent enemies.)
      Bros cannot spearwall.
      Bros with crossbows cannot reload.
      Bros cannot bandage.

    I did notice that enemy zones of control seemed to exist where they shouldn't be.  (Was appearing in Tactical Tooltips)  At first, I thought this might be because Weidergangers were going to pop up in hexes where the ZOC would be in effect.  (I was very unlucky to do early testing with Wierdergangers and becasue I am kind of new to the game and don't know much about how the game uses Wiederganger mechanics...)  But learned that it also happens with other enemies.  I think it might be that ZOC's are remaining in place for slain enemies.  If I move any bro 2 spaces away from where an enemy was slain because they are currently only 1 hex away, they can do what they need to.  BUT, if I move to a different slain enemy adjacent hex, they can't.  (All other adjacent hexes are clear.)
  5. jpinard
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    I'm ~80% sure this mod is the one causing the infamous "stuck in melee" issue with ranged characters and bandaging. Can you please look into this?
    1. kradnaz
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      Same problem here
    2. Gultarito
      Gultarito
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      I confirm same problem, solved by removin the mod.
    3. Lazich
      Lazich
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      Same here. Which mode did you guys use exactly? I used the extended one.
    4. shaggawhomp
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      I have also encountered this issue. repro'd on:
      - mod_better_combat_log_vanilla-105-1-7-1564930443
      - mod_better_combat_log-105-1-7-1564930372

      mod hooks v: mod_hooks.zip-42-16-1598305932
    5. Xexor
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      Same here, I have a lot of mods so I had to remove them one by one until I found the culprit, in my case was the "small" version of the mod.
    6. wulfster
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      Same. 100% sure it is this mod causing it. I was using the 'extended combat log' version.
      I'm just glad i got it fixed and it's not a critical mod  causing it.
    7. unlustig089
      unlustig089
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      same problem, finally found this mod as the reason for the archer/thrower can't fire because "engaged in melee" bug
  6. theavenger99
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    Not sure why but I've tested this and found that this mod causes a bug with 'zone of control' on the map.
    Dead enemies, or sometimes previous squares they've stood on, can sometimes have 'zone of control' which disallows archers to shoot and reload, as well as making weird pathing issues where brothers will avoid those squares and waste 4 movement to move, what would be an easy, 2 tiles. (it has happened in different types of enemy fights as well, zombies, gheists, barbarians and brigands are the ones I remember off the top of my head)
    I've played around with the mods I do have installed and it seems to only occur when this one is active. Not sure if its a compatability thing, but I cant use this mod atm. :(
    (I used the extended log mod from here)(also use all dlc including BD)(also tried with new and existing saves too, both are the same)
  7. highsis
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    update for BD please, this was my must have mods.
  8. tukwidth
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    Too bad there isn't a version that doesn't open the log at the start of battle. Or is that hard to implement? I know how to edit the files, if you want to just let me know which specific line needs to be changed. I hate having to reduce the log before each battle.
  9. SaddestPandaEvar
    SaddestPandaEvar
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    Is it possible to make it so the log retains more information so I can scroll higher? It sucks when I have a character die and I wonder how likely that shot was but I can't scroll back and look because so many mobs take their turns between then and when I regain control that the info is already scrolled out of the log. Preferably I'd like to be able to scroll back literally the entire fight, not sure how feasible something like this would be or if it's in the scope of this mod.
  10. I've found a strange bug I've isolated to your mod. Somehow you're mod alters the AI for the Lindwurm enemies causing the head and tails to act separately also it makes the tails immune to damage.

    Unsure of why your mod would cause this but I've narrowed it down to having just your mod and the hooks mod installed and it causes this issue.
    1. That...is weird, I'll look into it.
    2. LiaAshborn
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      Can replicate the damage issue which I've narrowed down and trying to fix. Haven't seen the tail acting strangely though.

      It seems simply hooking the onDamage function causes the issues, even with no alterations to the function itself, I may just remove the morale check on damage for now which is a shame but better than having this bug.
    3. LiaAshborn
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      Version 1.5 removes showing moral checks on damaged received to fix the tail bug. I have no idea why the bug is happening, something related to hooking that particular function.
  11. felix0808
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    what a great mod. Big thanks