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RedRoryOTheGlen

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RedRoryOTheGlen

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26 comments

  1. CannonMayhem
    CannonMayhem
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    Underrated. This mod is a silent hero. Compatibility with other RedRoryOTheGlen works and the SphincterVision collection completely transforms the DFU experience. YMMV, but I am a very happy boy.
    1. RedRoryOTheGlen
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      Glad you're liking it!
  2. MeadWarrior
    MeadWarrior
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    Hi, could you please clarify whether VCEH is compatible with Critical Hits or not? It seems that it is compatible at first glance, but in case there are any subtleties...
    1. RedRoryOTheGlen
      RedRoryOTheGlen
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      It is not compatible. Critical Hits also overrides the CalculateAttackDamage formula. So the two scenarios depending on load order is either you get the vanilla combat with VCEH events OR you have Critical Hits combat without VCEH events.

      The only combat overhaul mod that is VCEH-compatible as of now is SphincterVision Attacks!. It includes Critical Hit Damage mechanics by default and also many other tweaks.
  3. BaneofMills
    BaneofMills
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    I really love the combat log mod.
    Would it be possible to allow us a mod menu like some other mods? To better configure what we want the log to say and how long it shows and the size etc? (It fills half the screen most of the time and many of the sentences are quite long so it's hard to read everything mid combat)
    1. RedRoryOTheGlen
      RedRoryOTheGlen
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      Combat Log is mostly meant to just showcase the functions of VCEH being able to detect when an enemy or the player is hit or affected by a spell. If you want a purpose-made message log, I recommend SphincterVision Messages for your Eyes. It's designed for playability and also very configurable.
  4. I have questions about a few of your mods, but I figured it would be easiest to ask in one place. I'm enjoying them a lot, but I'd like to know if you can help me with a few small things.

    1. First, I'm having trouble getting the combat log to appear. VCEH is as low as it can be in my load order and I don't have any obvious conflicts like physical combat or always hit. I would guess that it's a conflict, but I don't see anything that changes hit calculation (can provide load order later if you like). Is there any other reason it wouldn't be working?

    2. I really love the way your game looks, especially in this video you posted:

    https://www.youtube.com/watch?v=ph8rwdMCmaQ

    However, I'm not sure how you got your character's hands to be centered in the Retro Frame. Weapons, torches, and shields only slightly peak over the bottom for me. Could you share what lets you position them like that?

    3. Last, could you share what settings you were using in Weapon Widget to get the attack/movement behavior that quick and pronounced?
    1. RedRoryOTheGlen
      RedRoryOTheGlen
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      • VCEH needs to be as early as possible in you mod load order. In the mod menu, that means it has to be positioned at the top of the list. Mods that are below are loaded later and will override any changes. Combat Log needs to be below VCEH so that it can detect that VCEH is loaded when Combat Log is initialized. Your mod list would definitely be helpful in determining if there are any conflicts.
      • Hm, not quite sure what you mean by peaking. Do you have any screenshots of the issues?
      • I usually use the default settings in Weapon Widget with just enabling the optional modules. The default settings (plus modules) are my preferred ones.
      That aside, glad you're enjoying it!

    2. 
      Compared to your gameplay, the hands are much further to the sides.

      I moved VCEH down to position 0 in the load order, still no dice. I can't get you the full modlist at the moment (it's quite large, over 100). Is there a shortcut method of extracting it from a text file? If not I'll post it tomorrow manually.
    3. RedRoryOTheGlen
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      Unfortunately, I can't seem to view the image. Is there another source I can view?

      You can send me a player log (or put it in a pastebin) from a session where you loaded a game and ran around for a bit. That ensures all the mods are initialized and recorded in the log.
  5. FerrumXIII
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    A question, does the messages say anything for when your armor takes a hit for you or is it just display as a dodge
    1. RedRoryOTheGlen
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      Currently, no. The combat log only outputs whether an attack missed or hit. The vanilla CalculateAttackDamage formula does not record the "attack roll", just the "damage" with a miss resulting in 0 damage.

      I can add an event to the CalculateSuccessfulHit formula used inside CalculateAttackDamage and have it return the attack roll so it can be possible to compare it to the player's armor rating on the struck body part and see whether the roll was enough to "hit" past Dodging and "miss" due to armor rating. Might be a neat future addition.
  6. FerrumXIII
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    Hello, really nice mod but The HUD messages arent showing for me
    1. RedRoryOTheGlen
      RedRoryOTheGlen
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      There's a couple of reasons it may not be working:

      • VCEH is not at the top of your load order. VCEH-dependent mods need to load AFTER VCEH to properly subscribe to the Events.
      • You have a non-VCEH mod that overwrites the combat formulas (like Physical Combat And Armor Overhaul or Uncanny's Always Hit)
      More details about these issues are in the Mod Description.
    2. FerrumXIII
      FerrumXIII
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      I feel dumb, it was the 1st one, thank you so much i got it working
  7. Excoriated
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    Hey. I really love this mod. Using it for 2 mods already (one is still in development). One thing though: 

    Some users of my mod asked for an Android port and I just got one working. But I had to alter my modconfig file, because your .dfmod name is different for Android than for Windows (vanilla combat event handler for android.dfmod).

    DFU throws a warning, because it checks mod dependencies based on the name and not the GUID (why ever). Maybe it's possible to rename your Android .dfmod file? Would make it easier for other mod authors in the future :)
    1. RedRoryOTheGlen
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      I've had issues with previous Android ports being used in desktop installs and vice versa which caused me to change the naming convention to the current one to avoid having to troubleshoot those issues.

      If it's any consolation, I have to change the mod config (and even the input variables) every time I port to Android too.
    2. Excoriated
      Excoriated
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      Thanks for the answer. I guess the real solution would be updating DFU to check the GUID and not the name 😶
  8. RandyLysandus
    RandyLysandus
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    adds immersion to combat!
  9. aristidetorchia717
    aristidetorchia717
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    Ah… so about the PCO.

    I thought, until now, that PCO was compatibile with the shield widget as long as the recoil module is switched off. 
    Now however, between the description here and a recent comment on the shield widget page, Im not quite certain.

    Have they stopped being compatible entirely?

    Are any solutions incoming? They both seem so indispensible it’d be a damn shame to have to choose one over the other. Would appreciate if you could shine some more light on this.
    1. RedRoryOTheGlen
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      Only the Recoil modules are incompatible because they require VCEH which overrides the same formula as PCO. You can still use Shield Widget and Weapon Widget without VCEH if you don't activate their Recoil modules. Or use VCEH with Recoil but not use any of PCO's "Armor % Hit" modules.

      There's a solution where PCO gets combat events integrated into its formula, but Magicono has stated that the current version of PCO won't be updated in a long while (if at all) because they're still hard at work on the 2.0. Maybe if someone asked for permission to fork current PCO, it would be possible.
    2. aristidetorchia717
      aristidetorchia717
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      I see, thanks for clarifying.

      So, to double check, I can use PCO and both widgets without conflicts or issues, as long as I don't activate their recoil modules?

      If this is what I aim to do, is the VCEH still obligatory for the widget mods or should I skip it?

      Again, apologies for the questions but it was rather difficult to make heads from tails with this between the various comments and updates recently.
    3. RedRoryOTheGlen
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      • Yes, you can use the widgets and PCO together as long as you don't plan on using the Recoil modules.
      • No, VCEH is only required for widgets if you want to use the Recoil modules.
    4. aristidetorchia717
      aristidetorchia717
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      Phew. Great ;)
  10. AllenAlchemy
    AllenAlchemy
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    An entirely new framework is wild, will be interesting to see what the DFU community does with this in a years time.
    1. RedRoryOTheGlen
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      True enough. I'm also hoping people start doing similar things when making overhauls of the vanilla formulae (like PCO) which would allow more mods, or at least their features, to work together seamlessly. Or even integrate combat events into base DFU.

      For now, it's enough for me that there's a way to use the Recoil features in the two Widget mods at the same time!