Hello, I'm getting a ScriptRunner error "Hotkeys not found." It's actually much longer than that. I get the error when I start the game and when I try to reset the script. The dodge functionality is not working. I have all the requirements installed and up to date. Please help!
2. Auto dodge: Hold keyboard "X" key, you will be able to automatically dodge all incoming damage. This function slowly drain your stamina, the draning rate is configurable.
there's a little bug where the visual effect will be permanent until you reload the save. I've noticed it stays after some fights, not all. idk what the cause is 100% but i'll keep testing
edit: it got it to occur when organizing my inventory. when i opened my inventory i had no effect on but after removing items and crafting when it exit, my character had the effect. probably because i use controller and bound dodge to circle/B
I think by replacing re.on_frame(function ()with re.on_application_entry("LateUpdateBehavior", function() local GuiManager = sdk.get_managed_singleton('app.GuiManager') if GuiManager:call("isPausedGUI") then return end may fix this issue as it will stop any effect when the inventory menu is open, but I need more test. I will try to fix this issue in the next update. For now you can set "AutoDodgeVisualEffect" into false.
Love it, especially since it lets you animation cancel. (Also self-knockback cancel)
(And when I took a look at it I realized how much of a pain in the arse discovering the needed calls must have been to find, I'm going to abhor figuring out how to detach the Archer kick from the bow).
Only thing I'd say is the DodgeCD is a little bit low, you can get stuck in one perpetual direction if spammed (As it seems dodge is reliant on character model direction, if you spam dodge with the current CD the character never gets their direction changed, could be wanted, could not)
mod seems to be working fine but getting an error in scriptrunner and my script runner is up to date
last script error: sol runtime error: ...on\dragons dogma 2\reframework\autorun\hcl_autododge. lua:121: attempt to index a nil value stack traceback: ...on\dragons dogma 2\reframework\autorun\hcl_autododge. lua:121: in function<...on\dragons dogma 2\reframework\autorun\hcl_autododge lua:120>
no prblem! :) like i said the mod seems to be working regardless of the error so its not a big deal i dont think. i noticed after playing for a bit the error went away but after closing and relaunching the game it appears again. awesome mod appreciate it!
edit: seems to go away a minute or so into the game if you press "reset scripts" in scriptrunner so maybe its not finished initializing or something until your in the game for a minute then need to reset the script idk lol just trying to give as much info as i can with it.
I can confirm too, I have got exactly this same error msg. in REFramework once the game is booted with this mod, at the main menu / home screen already.
Update: After more testing, again I just confirm the same as the others: once I load a save point and actually playing the game the reset scripts option in REFramework works, no more error message in REFramework after. But the visual glitch also really happens, for example I got poisoned during a fight and the visual effect of the poison still was on screen after I already used a potion to sure my Arisen. I guess, I just switch off the auto dodge visual effect as you recommended because the mod itself really cool, I like to use dodge too during my fights :)
thank you. testing out now. you may want to package the next one in a couple less sub folders. had to mess around a bit. some might not bother and just give up trying to get it installed and working
34 comments
incoming damage. This function slowly drain your stamina, the draning
rate is configurable.
now working for me/.
edit: it got it to occur when organizing my inventory. when i opened my inventory i had no effect on but after removing items and crafting when it exit, my character had the effect. probably because i use controller and bound dodge to circle/B
re.on_frame(function ()
withre.on_application_entry("LateUpdateBehavior", function()
may fix this issue as it will stop any effect when the inventory menu is open, but I need more test.local GuiManager = sdk.get_managed_singleton('app.GuiManager')
if GuiManager:call("isPausedGUI") then return end
I will try to fix this issue in the next update. For now you can set "AutoDodgeVisualEffect" into false.
(And when I took a look at it I realized how much of a pain in the arse discovering the needed calls must have been to find, I'm going to abhor figuring out how to detach the Archer kick from the bow).
Only thing I'd say is the DodgeCD is a little bit low, you can get stuck in one perpetual direction if spammed (As it seems dodge is reliant on character model direction, if you spam dodge with the current CD the character never gets their direction changed, could be wanted, could not)
last script error: sol runtime error: ...on\dragons dogma 2\reframework\autorun\hcl_autododge. lua:121: attempt to index a nil value stack traceback:
...on\dragons dogma 2\reframework\autorun\hcl_autododge. lua:121: in function<...on\dragons dogma 2\reframework\autorun\hcl_autododge
lua:120>
thanks!
edit: seems to go away a minute or so into the game if you press "reset scripts" in scriptrunner so maybe its not finished initializing or something until your in the game for a minute then need to reset the script idk lol just trying to give as much info as i can with it.
you may want to package the next one in a couple less sub folders. had to mess around a bit. some might not bother and just give up trying to get it installed and working