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Nickesponja

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Nickesponja

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98 comments

  1. Nickesponja
    Nickesponja
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    Sticky
    I have a kofi if you'd like to support my work: https://ko-fi.com/nickesponja
  2. AxlBrooks99
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    Hi, I can't see it in the Reframework?
    1. Nickesponja
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      Try reinstalling it 
    2. AxlBrooks99
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      I tried! But still not in the Reframework? Thanks for answering:)
  3. lagartijo18
    lagartijo18
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    Muchísimas gracias, doctor Esponja. Me encantan tus mods y han mejorado mi expriencia con este grandioso juego, aunque CAPCOM nunca terminó de cocinarlo. Haz hecho un grandioso trabajo y estoy súper agradesido por todo el trabajo que haces. De todos modos, muchas bendiciones y mil gracias otra vez. Chao.
  4. HELIXKING
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    How may I turn off the town spawns?
    1. Nickesponja
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      I think Content Editor would let you do that with its event editor.
  5. RedDeadSakharine
    RedDeadSakharine
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    Bless you, good Sir, for still keeping this updated! 🙏
  6. frostmare11
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    while using this mod will towns spawn any enemies at any given time ? it used to be something that would happen. using random encounters. that mod is abandoned. Anyway glad to see a mod like this still exists. thank you for keeping this modgoing
    1. larco2018
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      Random encounters still kind of works if you use the work around that's mentionned in the posts. It can be very janky tho. But yeah, I saw the author's post that he's no longer updating it. On the plus side, he's now said he's opening it up to anyone who wants to take it over or borrow from it. Maybe someone will. *Cough*. Looks at Nickesponja hopefully :)

      In the mean time, yeah this one + difficulty tweaks are what keep the game fun. You never know whats around the next corner. As ever, thanks to Nick for all the work he does on it.
  7. frostmare11
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    question for the tables modifications stand for 
    what setting would i use for lets say a town or settlement attack. since before random encounter had a sliders to make it possible. i wanted to spice it up a little  

    bases on the sudden quest could you also add a new for example table17 would this consider to break the game with increase of tables used ? 
    what would be human npc under. considered in the category?  
    1. Nickesponja
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      Town attacks are already covered by the mod. And no you cannot add more tables.
    2. frostmare11
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      wouldn't expecting a reply in this short of a time lol what would be the limit for number appear number in a table that you can add. that way i can know this will not break the game. since that i wanted to increase human npc as well  thanks for the reply bty
    3. Nickesponja
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      No hard limit that I know of but high numbers will obviously slow down your game. 10-20 enemies total max is a reasonable limit.
    4. frostmare11
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      ok thanks last question, in the table encounters humans npc are left out of tables? let's say bandit and so on ? if so what category do i look under
    5. Nickesponja
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      Bandits are allowed and you can find their names in the enums.json file. They're called "rogue" or "lost mercenary"
  8. player0614
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    I don't know why but after the camping sleep scene, game just hangs in black screen. i remove durnehviir mod and the scene works just fine. so yeah, i cant use it, :(
    1. Nickesponja
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      Can you try the following? Go to reframework -> data-> Durnehviir -> Spawn Tables and delete every json file except for the SuddenQuestTable files 01, 02, 03, 04, 15 and 16. Then see if it works 
    2. rjvenech
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      Not OP but my game was hung on black screen on booting but this fixed it. Thank you for the mod and fix :)
    3. ArmoredViolets
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      So I had the same issue as @rjvenech, the infinite black screen on boot. I looked at the files @Nickesponja suggested deleting, and it's a lot of them. So at that point I was wondering if it was even worth keeping the mod in the first place, if I had to seriously cripple it to have it working.

      I installed the "no intro" mod using Fluffy, then launched the game through it, and from the next time I launched the game onwards it ran just fine. 🤷 No idea how that fixed anything.
  9. beethy
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    Tracking this for when I'll eventually replay the game. Sounds like lots of fun. Thanks!
  10. Rosybunbun
    Rosybunbun
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    been using this mod for a little while now and  just wanted to say that it's sick. i actually feel like doing ambush encounters now cause i know there's gonna be a boss to fight. and idk if it's this mod that's doing it, but i've been noticing WAY more city attacks than normal, which i also love. regularly defending bakbattahl and vernworth from big bads is really fun haha
  11. RifleAvenger
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    You mention drakes not flying away when spawned via the mod. Does that apply to all "event drakes," removing the need for something like Brave Drakes, or does that sentence only apply to drakes spawned via monster culling quests (e.g., if the user customizes the tables)?
    1. Nickesponja
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      Both Brave Drakes and Durnehviir do the same thing (so you don't need Brave Drakes if using this): for Drakes that spawn from events, they switch their initial state from one that makes them fly away to another one that doesn't. If you add another drake spawn, whether or not it flies away is determined by that initial state.