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Psiae

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Psiae

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  1. Psiae
    Psiae
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    1.0.1-alpha.1

    (warning) This mod version require UE4SS version v3.0.1-355-gdab5e68

    Changelogs:

    • internal: compile against UE4SS version v3.0.1-355-gdab5e68

    Big thanks to my patrons for making maintenance and creation of my mods possible https://patron.psiae.fun/.
  2. Psiae
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    If you are getting a crash and the crash reporting window that says EXCEPTION_INT_DIVIDE_BY_ZERO when the raid is sent.

    This should rarely happen, probably 1:100 chance, the cause is the mod initially spawn the raid squad to the target region border then trick the game into thinking that the squad is actually at the Camp, now there's that small chance that the game mark the squad as "actively raiding" (the burning raid Icon you see once they get into your region) before the squad is teleported away, that unexpected state cause unexpected input to the game logic, and yes there has been report of this happening on Vanilla.

    Currenly this not fixable for two reason:

    • I can't find a way to simply teleport the squad immediately from the border because it seems like the game keep track of the previous position somewhere I don't know and I don't want to trace pointers either, .

    • I can't simply spawn the squad to the Camp because the AI for whatever reason doesn't want to command it to actively raid, so I have to trick the squad into walking to your region border by initially spawning them there.

    I released the mod anyway because it seems to just be an issue in the Vanilla game, the raider will stay still awaiting orders when they are spawned by reloading save, so I will revisit this again on upcoming game patch.

    For now, save your game a day before the raid
  3. Psiae
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    1.0.1-alpha.1

    (warning) This mod version require UE4SS version v3.0.1-355-gdab5e68

    Changelogs:

    • internal: compile against UE4SS version v3.0.1-355-gdab5e68

    Big thanks to my patrons for making maintenance and creation of my mods possible https://patron.psiae.fun/.
  4. fallout4691
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    Hey, love the mod! Quick Question: Is there a way to speed up or increase the amount of bandit camps popping up so that more than 1 bandit camp spawns per year? I have the cap to like 50 camps but by year 3 all of them have been cleaned up by either me or the AI lord. 
    1. Psiae
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      Yes, that will be in the future after the mod configuration menu is released.

      The spawn bandit camp limit setting of the game doesn't affect the spawn rate
  5. Jakob20012
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    does it work on v0.8.031 ? 
  6. Psiae
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    1.0.0-alpha02

    Maintenance

    This version is compatible with Manor Lords version 0.8.004 .. 0.8.024

    Changelogs:

    • internal: Link asset on startup
    • maintenance: compatibility with game version 0.8.017

    A Big thanks to my Patrons for keeping the mods updated

    edit: 0.8.024 is compatible
  7. KingMeatuis
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    Still is working for the newest beta 0.8.017 for me
  8. Psiae
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    1.0.0-alpha01

    Important:

    Changelogs:

    • changed: migrate code Lua -> Cpp
    • bug_fix: fixed a bug where the mod might randomly stopped working
    • bug_fix: fixed a bug where the mod might crash when loading/unloading save
  9. damson21
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    Is this working on 0.8.004?

    Can it be used with Adaptive Bandit Difficulty mod?
    1. Psiae
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      Is this working on 0.8.004?
      I think this mod still work, yes.

      Can it be used with Adaptive Bandit Difficulty mod?
      I think so, haven't tried myself though.
    2. damson21
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      For the rare crash issue you mentioned, do they go into "actively raiding" when teleported close to a building near the region border or some other reason like the shape of the region border and maybe going past a threshold beyond the border? 

      Maybe if it is a building distance thing you could teleport them to the furthest part of the region border away from a building? 
    3. Psiae
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      They are teleported to the closest region border.
  10. JaerKO
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    Hey!
    Your mod spawns like 20-30 groups of 18 raiders at once, impossible to defend against. I like the idea of your mod. Maybe I am missing something?
    Thanks for the effort!
    Have a nice day!
    1. Psiae
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      It should spawn one group of raider for every active bandit camp present in your game. If that is not the case let me know in the discord server, ty.
    2. Psiae
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      I messed up, there a bug in the code that guard input improperly, causing the date record to be reset everytime `dayOfTheMonth` is less than `year`.
    3. JaerKO
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      Hey!
      Thanks for the quick response! Yeah I got wrecked by your mod a few times . Fun to watch tho lol. Am gonna try your mod again, i really like the idea behind it.
      Have a nice day!
  11. Psiae
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    1.0.0-alpha04.chBeta

    Changelogs:

    • bug_fix: Fixed a bug where the date was not guarded when the `Fixed potential crash when unloading the game` patch was introduced.
      Now it should not spawn indefinitely.
  12. Psiae
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    1.0.0-alpha03.chBeta

    Changelogs:


    • bug_fix: Fixed a bug where the date was not guarded properly, causing the date record to be reset everyime `dayOfTheYear` is less than `year`.