Bloodstained: Ritual of the Night
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Lakifume

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Lakifume

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185 comments

  1. jpflaw00
    jpflaw00
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    Download is a zero byte dummy file.  Was the upload corrupted?
    1. Lakifume
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      No the file on Nexus is a dummy since I was told people can only endorse mods that have at least one file uploaded. The actual download can be found under the True Randomization discord link highlighted on the description page.
  2. shortylickens
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    c:\Rand>randomizer
    System.NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.
    The above exception was the direct cause of the following exception:
    Traceback (most recent call last):
      File "Randomizer.py", line 1, in <module>
      File "<frozen importlib._bootstrap>", line 1027, in _find_and_load
      File "<frozen importlib._bootstrap>", line 1006, in _find_and_load_unlocked
      File "<frozen importlib._bootstrap>", line 688, in _load_unlocked
      File "PyInstaller\loader\pyimod02_importers.py", line 385, in exec_module
      File "Manager.py", line 1, in <module>
      File "<frozen importlib._bootstrap>", line 1027, in _find_and_load
      File "<frozen importlib._bootstrap>", line 1006, in _find_and_load_unlocked
      File "<frozen importlib._bootstrap>", line 688, in _load_unlocked
      File "PyInstaller\loader\pyimod02_importers.py", line 385, in exec_module
      File "System.py", line 16, in <module>
    System.IO.FileLoadException: Could not load file or assembly 'file:///c:\Rand\Tools\UAssetAPI\UAssetAPI.dll' or one of its dependencies. Operation is not supported. (Exception from HRESULT: 0x80131515)
    File name: 'file:///c:\Rand\Tools\UAssetAPI\UAssetAPI.dll' ---> System.NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.
       at System.Reflection.RuntimeAssembly._nLoad(AssemblyName fileName, String codeBase, Evidence assemblySecurity, RuntimeAssembly locationHint, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks)
       at System.Reflection.RuntimeAssembly.InternalLoadAssemblyName(AssemblyName assemblyRef, Evidence assemblySecurity, RuntimeAssembly reqAssembly, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks)
       at System.Reflection.RuntimeAssembly.InternalLoadFrom(String assemblyFile, Evidence securityEvidence, Byte[] hashValue, AssemblyHashAlgorithm hashAlgorithm, Boolean forIntrospection, Boolean suppressSecurityChecks, StackCrawlMark& stackMark)
       at System.Reflection.Assembly.LoadFrom(String assemblyFile)
       at Python.Runtime.AssemblyManager.LoadAssemblyPath(String name)
       at Python.Runtime.CLRModule.AddReference(String name)
    [7928] Failed to execute script 'Randomizer' due to unhandled exception!
    c:\Rand>
    1. Lakifume
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      Try getting the zip file again, right click on it, go to Properties, check Unblock and extract again.
  3. shortylickens
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    exectuable doesnt work. help file not helpful.
    cannot get command propmpt to recognize my Steam drive.
  4. LexiPixeL
    LexiPixeL
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    I'm dumb, nevermind.
  5. Alfiechan
    Alfiechan
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    This Randomizer is so far and away better than the alternatives (especially that weak-ass official one, sheesh).
    I am running this routinely, trying to really master the experience, maybe even stream it.  I have a question...

    Is there an online resource somewhere that lists the chest ID's and matches them to their locations visually?  I have been trying to find something along these lines and keep coming up empty.  I thought that perhaps in the designing of the Rando logic, you might have utilized such a thing.  I normally am confident in my Google-Fu, and this scenario is making me fear that there just plain is no such thing on the mighty Internetz.
    Also, bonus question:  On the "Cheat Sheet" Test Seed panel, what does "Monster Name (over Monster Name)" mean?  Does that mean that the first one of either that you kill will give you the shard/item?  Or is it somehow referring to a location?

    Thanks again.  Absolutely amazing mod, and I appreciate the kind of work that goes into something like this.
    1. Lakifume
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      Very glad to hear you enjoy this so much. For the chest IDs to their location thing it's easy to match a chest name with the room that it's in since the names match. Now if you want to determine which chest is placed where exactly one option would be to base yourself on the RoomRequirement.json file under the mod's Data\Constant folder, there it lists what is required to get to each door/chest/enemy from every door of the room in question. Though aside from that the best thing I can give you is a link to an in-depth wiki of the game's mechanics and a map that displays the location of every chest's vanilla content. If you use the map with the wiki's drop page under Data Tables it should give you a very close estimate of what you're looking for. As for the seed test spoiler window it will specify what a key enemy is placed over if enemy location rando is on. That way if you see that deep sinker is on "Hellhound (over Deseema)" you know that the shard is on the hellhound enemy that is found in the original Deseema locations.
    2. Alfiechan
      Alfiechan
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      Oh my word, the Test Seed info is so obvious now that you point it out, and quite helpful at that.  Thank you!
      And that wiki is exactly what I was looking for.  I found a subset of that data on a different site, but it was missing some really important stuff, like the chest_ref.

      Thanks again!  You rock!
      P.S.  May I just say that I absolutely love your profile pic.
  6. GhostStache
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    Having a weird issue where the game autofills my name as Nightmare and then I am only able to select Hard Mode for my difficulty regardless of the setting I choose in the program.
    Edit: nevermind? I think? I ran the program a few more times and suddenly it just... worked normally.
    1. Lakifume
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      The difficulty you pick on the rando interface will lock that difficulty in-game to prevent any mismatch. Picking hard or nightmare will also autofill the name entry to NIGHTMARE so that people can easily use that cheatcode if they haven't unlocked them yet.
    2. GhostStache
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      Right, it's working properly now. What was happening was even when I selected Normal it would still only show Hard Mode in game. Running it a few times seems to have fixed the issue.
  7. lukeschett
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    I've tried on a few different seeds, and on all of them enemies always drop their own items and shards instead of random stuff. Also it looks like some chests (like the one at the start that gives the 2 weapons and the one that gives the potion) are not randomized while others are. Is this how it's supposed to be or do I have something set wrong? I have everything selected for item, shop, shard, and equipment randomization, and then enemy locations, map requirements for the library, and backer portraits selected.
    1. Lakifume
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      Sounds like another mod must conflict with it, make sure nothing else changes PB_DT_DropRateMaster.
    2. lukeschett
      lukeschett
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      Thanks. The only other mod I had was one that made it use PS4 buttons instead of XBox but getting rid of that fixed it somehow.
  8. killedbylover
    killedbylover
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    New to this game and thanks for your amazing work!
    1. Lakifume
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      Thanks, glad you enjoy
  9. Nemezis153
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    Hey man I think its great what you did with this mod, giving the game the randomizer it deserves, I only wish the map randomizer option was automatic instead of picking between a selection of maps(but maybe for a future update? :D).
    1. Lakifume
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      Map rando is something that is extremely tricky to get right especially when it comes to making maps convenient to traverse for the player (strategic save and warp placement for instance), that's why I just chose the much safer option of making maps manually. If I do automate a process in the future it'll just be automatic logic for the custom maps, though this would take a huge chunk of effort and most people still play vanilla rando over this so...
    2. Nemezis153
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      Oh yeah its fine man, I understand, I would have just wanted to play some crazy maps like those that you get with DSVania for the 3 Castlevania games on the DS, but I also understand it would be REALLY difficult to code something like that. Anyway thanks for taking the time to write a reply!
  10. superfid2006
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    Hey, wanted to say thanks for the mod, I enjoy this quite a bit more then the vanilla one.

    I just got a question, it's intended that MP Food only gives you half the amount then in vanilla?
    1. Lakifume
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      Yeah max MP regen in vanilla is so insane that I had to tone down its food bonuses a bit. And by also increasing Bloodless' regen they will now both be at 4/s max (instead of 8/s vs 2/s).
    2. superfid2006
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      Is there any way to use the randomizer without the QOL changes? The option to opt in or out would be nice
    3. Lakifume
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      Most tweaks are needed for the randomization to work properly. And besides, a lot of them improve some aspects of the game and fix some of the dev's oversights so there isn't much reason to not want them.
    4. superfid2006
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      I just think that having the option to toggle these changes on or off would be nice. Considering changes to be improvements or not is subjective, no?
      But it is your mod, and if the QOL changes are too deeply interwoven for the rest of the randomizer to work without them, then that's just how it is.
    5. WarMachineDD7
      WarMachineDD7
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      I second this. An option to op-out of the QoL changes would be nice.