I'm not entirely sure, but this mod apperantly broke my game after 200 days or so. The game will sometimes just crash randomly when pressing buttons and saving. Particulary this behaviour comes up after bugged fights I suppose. Enemy textures or terrain textures wont load correctly. You can see the result in the pictures and also that I removed every other mod from my modlist. If the Golden Headpiece is in fact an artifact, this would even further complement my theory and also explain why the bug only came up after about 200 days.
https://imgur.com/a/dJMnTWb
Logfiles will look different depending on when the crash happens. Here you can see that a gfx couldnt be loaded at the beginning of a fight:
17:17:01 Scene Finished saving scene. 17:17:01 SQ WorldState::onHide 17:17:01 Texture Texture "gfx/detail.png" (ID: 987) took up approximately 10922kb in video memory. 17:17:01 Texture Failed to load texture from file "gfx/object_0.png". 17:17:01 Texture Texture "error.png" (ID: 1017) took up approximately 85kb in video memory. 17:17:01 Resource Failed to load: gfx/object_0.png 17:17:01 TacticalScene Spawned Entity type "scripts/entity/tactical/enemies/orc_young" at (21,5).
This was another error log:
19:42:03 Scene Finished loading scene. 19:42:03 Texture Texture "gfx/entity_7.png" (ID: 104) took up approximately 2730kb in video memory. 19:42:03 Texture Texture "gfx/entity_5.png" (ID: 105) took up approximately 10922kb in video memory. 19:42:03 Texture Failed to load texture from file "gfx/entity_2.png". 19:42:03 Texture Texture "error.png" (ID: 141) took up approximately 85kb in video memory. 19:42:03 Resource Failed to load: gfx/entity_2.png
As I said, I'm not entirely sure if this mod is the culprit, but to me after testing it makes the most sense. The issues could in fact have started when I found the golden headpiece. I also checked my files for issues within steam.
I can do further testing if requiered as I still have the savefile. I'll start over now without the mod. Best regards.
They are not supposed to be easy to get ) One supposed to have many named items and only few artifacts.
If you look at the logs then you'll see that 10-15 of them are summoned at the start of the game. They are just spread all over map in a heavy guarded camps. Also those camps are regenerated if you defeat them, so in principle, there is an unlimited amount of artifacts available.
Thanks for both your work and the original creator's!
Is there any way that you could change the glow colour of Artifacts, so that at a glance they can immediately be distinguished from Fameds? Maybe a yellow / golden glow?
Just wanted to mention this doesn't seem to be compatible with Origin Maker; backgrounds, traits, items and most other things won't load (can't see traits/talents to add).
tried equiping helmet, but then unequiping it and reequiping another helmet bugs on the character. Log below
28:15 Texture Texture "gfx/world_detail_1.png" (ID: 116) took up approximately 10922kb in video memory. 11:28:15 Scene Finished loading scene. 11:28:15 Texture Texture "gfx/entity_2.png" (ID: 124) took up approximately 21845kb in video memory. 11:28:16 Texture Texture "gfx/entity_6.png" (ID: 126) took up approximately 10922kb in video memory. 11:28:16 Texture Texture "gfx/entity_4.png" (ID: 130) took up approximately 10922kb in video memory. 11:28:16 Script Error the index 'Upgrades' does not exist
11:28:16 Script Failed to load script file ".(nut/cnut)". Reason: File not found. 11:28:16
A critical error occured: Class/Structure with key "1" is not registered.
If the game fails to load a save, then it is probably corrupt or incomplete and can not be recovered. This is almost always caused by anti-virus software meddling with the game. Add the game's executable and save folder to the exception list of any such software that you're using to avoid this happening again in the future. 11:28:25 Core A critical exception occured. 11:28:25 Core Modules & Application Stacktrace: SymInit: Symbol-SearchPath: '.;C:\Program Files (x86)\Steam\steamapps\common\Battle Brothers;C:\Program Files (x86)\Steam\steamapps\common\Battle Brothers\win32;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'jtara' OS-Version: 6.2.9200 () 0x300-0x111:28:25 Core Script Stacktrace:
great mod almost the exact same as original camp and artifacts mod but only this Reworked version will spawn in the new high end camps on a existing save for enemies. works great I would recommend Bro Studio with this and make it give perks at veteran levels, remember to check Bro Studios requirements, some other mods that goes great with this. More Scaling/More Champions 5x-25x versions/Enemy with Random Perks
edit: turns out giving extra perks at veteran levels is super overpowered who knew ^_^ not recommended afterall, but with all those extra difficulty mods the game does become a lot harder so Bro Studios isn't bad to have and just make recruits show up with extra stars
can I edit anything to increase the chance of artifacts spawning in camps the really strong named items? edit: found it under scripts/mods_preload/mod_camps_and_artifacts notepad the line if (::Math.rand(1, 10000) <= artifact_chance) { just lower the 10000 for higher artifacts chances
I did a playthrough with this mod. It seems to work properly, but I have a few issues with it: 1. There seem to be way too many of these camps spawning, even from early in the game. They just sit there forever because they're nearly impossible to do until ultra late game. 2. I see far fewer 'normal' camps, at least that is my impression, I could be wrong. I see tons of these ultra-late game uber-tier camps but not a lot of the vanilla high tier or medium tier camps. 3. Balance: These camps are pretty damn insane. I know that's the intent, but the uber-Bandit camp is particularly crazy. I mean, a dozen Hedge Knights, 15+ arbalest marksmen / master archers, and many swordmasters? My level 15 squad started to take losses on round 2, even during the night. In my opinion, you need to tone down the difficulty of the uber-Bandit camp.
With that said, I was able to take on the uber-Orc camp, Uber-Ancient Undead camp, the uber-Nomad camp, and the uber-Barb camp at level 15, without losses, but they were very challenging and I think they're at the right place. I still try to bring roaming beasts to these camps to make them easier though.
Using 3.3 and Item Spawner, the only error I find is when item spawner attempts to acquire items to load into their UI. The error causes "No Items found" preventing the main usage of item spawner.
Full Paste Here - https://pastebin.com/qedpCYAU 17:44:33 SQ Mod Item Spawner - Starting to process item list... 17:44:34 Script Error the index 'Flags' does not exist Function: -> scripts/!mods_preload/mod_camps_and_artifacts.nut : 27 Variables: choice = Function, this = Table Function: -> mod_item_spawner/query/items.nut : 83 Variables: _item = Table, @ITERATOR@ = 97, script = scripts/items/armor/artifact/artifact_black_leather_armor, @INDEX@ = 96, getLayerImage = Function, items = Array, prefix = scripts/items/, _reset = False, this = Table Function: -> mod_item_spawner/register/ui.nut : 14 Variables: this = Table Function: connect -> msu/ui/ui.nut : 20 Variables: callback = Function, @INDEX@ = 3, this = Table Function: -> scripts/!mods_preload/!!z_msu_preload.nut : 19 Variables: this = Table
Using 3.2 and Item Spawner, this error does not occur and loads both mods as expected.
Both times all that was done using just Legends, MSU, (this) and Item Spawner with the only action taken being loading up a fresh new campaign and hitting SHIFT+I to bring up the menu.
does not work. In bugs section it says if you add Item spawner after map is generated, mod works. I will stick with RPG Rebalance Raids mod for the time being.
42 comments
https://imgur.com/a/dJMnTWb
Logfiles will look different depending on when the crash happens. Here you can see that a gfx couldnt be loaded at the beginning of a fight:
17:17:01
Scene
Finished saving scene.
17:17:01
SQ
WorldState::onHide
17:17:01
Texture
Texture "gfx/detail.png" (ID: 987) took up approximately 10922kb in video memory.
17:17:01
Texture
Failed to load texture from file "gfx/object_0.png".
17:17:01
Texture
Texture "error.png" (ID: 1017) took up approximately 85kb in video memory.
17:17:01
Resource
Failed to load: gfx/object_0.png
17:17:01
TacticalScene
Spawned Entity type "scripts/entity/tactical/enemies/orc_young" at (21,5).
This was another error log:
19:42:03
Scene
Finished loading scene.
19:42:03
Texture
Texture "gfx/entity_7.png" (ID: 104) took up approximately 2730kb in video memory.
19:42:03
Texture
Texture "gfx/entity_5.png" (ID: 105) took up approximately 10922kb in video memory.
19:42:03
Texture
Failed to load texture from file "gfx/entity_2.png".
19:42:03
Texture
Texture "error.png" (ID: 141) took up approximately 85kb in video memory.
19:42:03
Resource
Failed to load: gfx/entity_2.png
As I said, I'm not entirely sure if this mod is the culprit, but to me after testing it makes the most sense. The issues could in fact have started when I found the golden headpiece. I also checked my files for issues within steam.
I can do further testing if requiered as I still have the savefile. I'll start over now without the mod. Best regards.
If you look at the logs then you'll see that 10-15 of them are summoned at the start of the game. They are just spread all over map in a heavy guarded camps. Also those camps are regenerated if you defeat them, so in principle, there is an unlimited amount of artifacts available.
Is there any way that you could change the glow colour of Artifacts, so that at a glance they can immediately be distinguished from Fameds? Maybe a yellow / golden glow?
Just wanted to mention this doesn't seem to be compatible with Origin Maker; backgrounds, traits, items and most other things won't load (can't see traits/talents to add).
28:15
Texture
Texture "gfx/world_detail_1.png" (ID: 116) took up approximately 10922kb in video memory.
11:28:15
Scene
Finished loading scene.
11:28:15
Texture
Texture "gfx/entity_2.png" (ID: 124) took up approximately 21845kb in video memory.
11:28:16
Texture
Texture "gfx/entity_6.png" (ID: 126) took up approximately 10922kb in video memory.
11:28:16
Texture
Texture "gfx/entity_4.png" (ID: 130) took up approximately 10922kb in video memory.
11:28:16
Script Error
the index 'Upgrades' does not exist
getCultistPieces -> C:\Users\alcat\Desktop\bbmodding\legends\new_build\scripts\skills\perks\perk_legend_specialist_cult_hood.nut : 24
Variables:
cultItems = Array, item = Table, this = Table
Function:
onAfterUpdate -> C:\Users\alcat\Desktop\bbmodding\legends\new_build\scripts\skills\perks\perk_legend_specialist_cult_hood.nut : 40
Variables:
resolve = 72, item = Table, actor = Instance, _properties = Table, this = Table
Function:
update -> C:\Users\alcat\Desktop\bbmodding\legends\new_build\scripts\skills\skill_container.nut : 471
Variables:
skill = Table, @INDEX@ = 9, current = Table, updateHitpoints = True, hp = 0.0149254, this = Table
Function:
-> msu/hooks/skills/skill_container.nut : 20
Variables:
update = Function, this = Table
Function:
onDeserialize -> C:\Users\alcat\Desktop\bbmodding\legends\new_build\scripts\skills\skill_container.nut : 792
Variables:
numSkills = 34, _in = Instance, this = Table
Function:
onDeserialize -> scripts/entity/tactical/actor.nut : 3571
Variables:
_in = Instance, this = Table
Function:
-> C:\Users\alcat\Desktop\bbmodding\legends\new_build\scripts\!mods_preload\mod_actor.nut : 1180
Variables:
dszFn = Function, _in = Instance, this = Table
Function:
onDeserialize -> C:\Users\alcat\Desktop\bbmodding\legends\new_build\scripts\entity\tactical\human.nut : 809
Variables:
_in = Instance, this = Table
Function:
onDeserialize -> C:\Users\alcat\Desktop\bbmodding\legends\new_build\scripts\entity\tactical\player.nut : 2974
Variables:
_in = Instance, this = Table
Function:
-> msu/hooks/entity/tactical/player.nut : 28
Variables:
onDeserialize = Function, _in = Instance, this = Table
Function:
-> mod_ptr/hooks/entity/tactical/player.nut : 155
Variables:
onDeserialize = Function, _in = Instance, this = Table
Function:
unknown -> NATIVE : -1
Function:
loadCampaign -> C:\Users\alcat\Desktop\bbmodding\legends\new_build\scripts\states\world_state.nut : 1270
Variables:
_campaignFileName = sssasadas, this = Table
Function:
-> C:\Users\alcat\Desktop\bbmodding\legends\new_build\scripts\!mods_preload\!!redirect.nut : 353
Variables:
loadCampaign = Function, fileName = sssasadas, this = Table
Function:
loading_screen_onScreenShown -> C:\Users\alcat\Desktop\bbmodding\legends\new_build\scripts\states\world_state.nut : 2742
Variables:
this = Table
Function:
onScreenShown -> C:\Users\alcat\Desktop\bbmodding\legends\new_build\scripts\ui\screens\loading\loading_screen.nut : 80
Variables:
this = Table
11:28:16
Script
Failed to load script file ".(nut/cnut)". Reason: File not found.
11:28:16
A critical error occured: Class/Structure with key "1" is not registered.
If the game fails to load a save, then it is probably corrupt or incomplete and can not be recovered. This is almost always caused by anti-virus software meddling with the game. Add the game's executable and save folder to the exception list of any such software that you're using to avoid this happening again in the future.
11:28:25
Core
A critical exception occured.
11:28:25
Core
Modules & Application Stacktrace:
SymInit: Symbol-SearchPath: '.;C:\Program Files (x86)\Steam\steamapps\common\Battle Brothers;C:\Program Files (x86)\Steam\steamapps\common\Battle Brothers\win32;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'jtara'
OS-Version: 6.2.9200 () 0x300-0x111:28:25
Core
Script Stacktrace:
works great I would recommend Bro Studio with this and make it give perks at veteran levels, remember to check Bro Studios requirements, some other mods that goes great with this. More Scaling/More Champions 5x-25x versions/Enemy with Random Perks
edit: turns out giving extra perks at veteran levels is super overpowered who knew ^_^ not recommended afterall, but with all those extra difficulty mods the game does become a lot harder so Bro Studios isn't bad to have and just make recruits show up with extra stars
edit: found it under scripts/mods_preload/mod_camps_and_artifacts notepad the line if (::Math.rand(1, 10000) <= artifact_chance) { just lower the 10000 for higher artifacts chances
1. There seem to be way too many of these camps spawning, even from early in the game. They just sit there forever because they're nearly impossible to do until ultra late game.
2. I see far fewer 'normal' camps, at least that is my impression, I could be wrong. I see tons of these ultra-late game uber-tier camps but not a lot of the vanilla high tier or medium tier camps.
3. Balance: These camps are pretty damn insane. I know that's the intent, but the uber-Bandit camp is particularly crazy. I mean, a dozen Hedge Knights, 15+ arbalest marksmen / master archers, and many swordmasters? My level 15 squad started to take losses on round 2, even during the night. In my opinion, you need to tone down the difficulty of the uber-Bandit camp.
With that said, I was able to take on the uber-Orc camp, Uber-Ancient Undead camp, the uber-Nomad camp, and the uber-Barb camp at level 15, without losses, but they were very challenging and I think they're at the right place. I still try to bring roaming beasts to these camps to make them easier though.
The error causes "No Items found" preventing the main usage of item spawner.
Full Paste Here - https://pastebin.com/qedpCYAU
17:44:33 SQ Mod Item Spawner - Starting to process item list...
17:44:34 Script Error the index 'Flags' does not exist
Function: -> scripts/!mods_preload/mod_camps_and_artifacts.nut : 27
Variables: choice = Function, this = Table
Function: -> mod_item_spawner/query/items.nut : 83
Variables: _item = Table, @ITERATOR@ = 97, script = scripts/items/armor/artifact/artifact_black_leather_armor, @INDEX@ = 96, getLayerImage = Function, items = Array, prefix = scripts/items/, _reset = False, this = Table
Function: -> mod_item_spawner/register/ui.nut : 14
Variables: this = Table
Function: connect -> msu/ui/ui.nut : 20
Variables: callback = Function, @INDEX@ = 3, this = Table
Function: -> scripts/!mods_preload/!!z_msu_preload.nut : 19
Variables: this = Table
Using 3.2 and Item Spawner, this error does not occur and loads both mods as expected.
Both times all that was done using just Legends, MSU, (this) and Item Spawner with the only action taken being loading up a fresh new campaign and hitting SHIFT+I to bring up the menu.
- Item Spawner
does not work.In bugs section it says if you add Item spawner after map is generated, mod works. I will stick with RPG Rebalance Raids mod for the time being.