It seems like this mod occasionally makes my game freeze (and therefore makes me have to reload the battle) when the screen to run them down or end the fight appears. I'll update if this error still happens after having this mod disabled.
Yep it's so lame and disgusting to be close minded , wiseless and compassionless as an artist ... And ofc gate keeping and elitism in things that doesn't even justify it in anyway. Being elitist to have a better political system and leaderss make sense (even tho we won't ever have that lmao) but in a freaking ideo game ? A freaking solo game without online pvp systems ? That's just pure insanity and evil and honestly , i don't get it , i don't understand how so many people and artist are like this in freaking 2023 and almost 224 not like there is enough history and knowledge available on top of your own heart and senses to avoid these bad and often hurtfull behaviors.
the only issue I faced with this mod is that the pause rule when facing a enemy party only works once, and if you happen to face the same enemy party sometime later there will be no pause anymore so you might run into them for battle. I've seen this many times.
PS: Reading a few posts down below, imagine using the phrase 'one of the few real time skill checks' to describe a feature in a turn-based game as a good thing. LMAO. Just one more reason to avoid Legends, elitist douche devs.
I would guess so, but you should really ask the Legends mod folks. They've done a lot of investigation of mod compatibility and have incorporated many mods into Legends, so it might already be there...
When using version 16 of Mod Hooks, and version 4 of this mod, roaming parties sometimes freeze in place. I didn't see it before the later official patches/DLCs. Also seems like https://www.nexusmods.com/battlebrothers/mods/38?tab=description has the same issue btw. I will update to version 21 of Mod Hooks, and Version 5 of this mod, and see if it happens again.
It happened again, with no errors or warnings in the log. I quit the save when it happened, but when I load, the roaming party starts moving again. Although the movement seems to be towards north-west for a short while, before they attacked me.
Were there any reports of a mod collision between this mod and Stronghold mod and/or Davkul rising mod? I installed this mod with Stronghold mod and Davkul rising mod, and something is not working. Before these two mods, pause worked just fine. Log files show no error.
More precisely, after two (stronghold and davkul rising) mods, the pause at every morning works. But the pause when facing the roaming party is not working.
I checked without two mods, but still not working. So I think the problem may come from elsewhere...
ps) I reinstalled the game, now it works OK.
Funny enough, when the pause mod was not working, mod hook failed to recognize and register the pause mod from the log file. I still don't know the reason why. I was testing my own mod and installed/uninstalled mods frequently. I think that may cause the issue.
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And ofc gate keeping and elitism in things that doesn't even justify it in anyway.
Being elitist to have a better political system and leaderss make sense (even tho we won't ever have that lmao) but in a freaking ideo game ?
A freaking solo game without online pvp systems ?
That's just pure insanity and evil and honestly , i don't get it , i don't understand how so many people and artist are like this in freaking 2023 and almost 224 not like there is enough history and knowledge available on top of your own heart and senses to avoid these bad and often hurtfull behaviors.
I've seen this many times.
PS: Reading a few posts down below, imagine using the phrase 'one of the few real time skill checks' to describe a feature in a turn-based game as a good thing. LMAO. Just one more reason to avoid Legends, elitist douche devs.
But that doesn't clarify whether it'll work, just that they think it's cheaty
Also seems like https://www.nexusmods.com/battlebrothers/mods/38?tab=description has the same issue btw.
I will update to version 21 of Mod Hooks, and Version 5 of this mod, and see if it happens again.
21:18:35 SQ Save campaign: Ambush Counters
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21:19:18 SQ contract added: Ending the Nightmare
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21:20:22 SQ showing contract: Ending the Nightmare (id: 72)
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21:21:38 SQ Save campaign: Ambush Counters
21:21:42 SQ Location entered: Battle Site
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21:21:48 SQ contract added: Escort Caravan
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21:21:54 SQ showing contract: Escort Caravan (id: 75)
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21:22:13 SQ Save campaign: Ambush Counters
21:22:16 Script VM collected 132 object(s) and deleted them.
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21:22:31 SQ contract removed: 51
21:24:20 SQ Save campaign: Ambush Counters
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21:24:21 SQ ScenarioState::onSiblingSentMessage(WorldState : AboutToFinish);
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21:24:22 Core Shutting down engine core
Were there any reports of a mod collision between this mod and Stronghold mod and/or Davkul rising mod? I installed this mod with Stronghold mod and Davkul rising mod, and something is not working. Before these two mods, pause worked just fine. Log files show no error.
More precisely, after two (stronghold and davkul rising) mods, the pause at every morning works. But the pause when facing the roaming party is not working.
I checked without two mods, but still not working. So I think the problem may come from elsewhere...
ps) I reinstalled the game, now it works OK.
Funny enough, when the pause mod was not working, mod hook failed to recognize and register the pause mod from the log file. I still don't know the reason why. I was testing my own mod and installed/uninstalled mods frequently. I think that may cause the issue.
1 it worsen by the speed the more speed the worse , i use 4 speed (faster mod) and enemy catch up .
2 it only pause on first time , so if i run from an enemy and they find me later on the mod wont pause .