Battle Brothers
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hackflow

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hackflow

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42 comments

  1. TwoHandArmy
    TwoHandArmy
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    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.
  2. sycko
    sycko
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    maybe its just me but the chance for artifacts to spawn seems a bit too low, I increased the chance but wondering what others experience with it is?
    1. hackflow
      hackflow
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      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. 
  3. BlueBorjigin
    BlueBorjigin
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    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?
    1. hackflow
      hackflow
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      This is a good idea, which I thought about to, had no time to dig into this direction though. So don't even know whether this is doable. 
    2. sycko
      sycko
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      the sell price on artifacts is always a obvious indication that its a artifact, their will also always be on top of inventory when you sort inventory
  4. witcherfan7788
    witcherfan7788
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    Hi Hackflow, 

    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). 
  5. thej101
    thej101
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    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

    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:
    1. hackflow
      hackflow
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      Can't see anything related to this mod in this error message. What makes you think the issue is caused by this?
    2. thej101
      thej101
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      you are right it looks like it is caused by PTR 
  6. sycko
    sycko
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    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
    1. hackflow
      hackflow
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      Add Standout Enemies to make it extra fun/challenging.
  7. sycko
    sycko
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    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
  8. jigglefloyd
    jigglefloyd
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    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.
  9. zero13f
    zero13f
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    cant work with 
    1. hackflow
      hackflow
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      This was fixed a couple of versions ago. Need to update. If still doesn't work then please upload log.html somewhere and post a link here. 
    2. zero13f
      zero13f
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      3.3 “no item matches” but 3.2 can use
    3. hackflow
      hackflow
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      3.3 works with item spawner for me. Maybe you have incompatibility with some third mod. Should look at log.html. 
    4. hackflow
      hackflow
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      Or maybe you are typing in something very specific. What are you doing and what you expect to happen?
    5. ImJustJoshin
      ImJustJoshin
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      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.
    6. hackflow
      hackflow
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      Maybe something with Legends then. I will try to take a look but no estimates. 
    7. anl93
      anl93
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      i can confirm this too
      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. 
  10. anl93
    anl93
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    Will this conflict with "rebalance rpg raids" mod?