Thank you for the mod. I just checked discord and I'm not sure what was the push for outward to go outside, discord doesn't have specific channels for the dozens of mods to ask. Like a free chat so I type it here.
-- When enabling the mod it deletes the stash you have. I have to start the game and disable the individal town stash option to preserve everything I have. Not a major thing but an oversight since it resets all stashes apparently.
-- like the idea of the mod but some boss fights are broken because of it. Can the 12 second timer feature be disabled somehow and allow enemies to damage each other without player intervention?
Soooo... the soroborean end boss has like shifts... You fight his minions, then him for a bit, then back to his minions. Since you made it where he HEALS everytime his minions come back, he's essentially unbeatable.................................................................................................. I've never hated a mod, but I deeply regret getting this one since I can't even disable it for this fight.
Hey Iggy I have a bug report I'm afraid. Loving the changes in this mod, wondering whether this is a fixable problem.
========= SUMMARY ========= I read Valerka's post and I have been having the same problem - I have tested on a new game with only this mod and its 2 dependencies (BepInExPack_Outward and Sideloader) loaded. Playing on normal mode.
It seems that if you die and your backpack is put on the ground near you, rather than staying on your back, you get mortal beed items in the pack that do not become consumed to apply mortal stacks to the player until a loading transition (quitting to menu and continuing game, or moving to a new area).
=================== STEPS TO REPRODUCE ===================
Use r2modman to install and activate ONLY this mod and its dependencies. I am running Definitive Edition.
Start a new game.
Rush through the intro, and pick up the backpack in the house in Cierzo.
Run down to the cave with the 2 trogs under the town, and die to them repeatedly.
You will see that if you are dumped on the pier with your backpack still equipped, you will get the mortal stacks as normal. However if you are dumped with your backpack on the ground in the inn, you will not get the stacks but will instead find you have some 'mortal beeds' items in your pack, and they will not take effect until you go through a loading transition. You are able to drop them on the ground to avoid this, if you so wish.
I have tested this in Cierzo, in the NW Trog Cave, and once while testing in that cave I died and it dumped me on the side of Conflux Mountain. In all cases where my backpack was put on the ground, this occurred. I have also had this in co-op, which is what led me to test it like this in single player.
I decided to ""renew"" my outward before starting a new game and, I'm still around chersonese. Thing is, I decided to try and fight the Voltaic Hatchery's mini boss and my gear was not the best, but I was able to face him properly. The only problem was the health regen system. I ran out of stamina, so I had to circle around a bit and wait, then he dodged my attacks, and his health was full in what seemed to be less than 20 secs lol.
I figured I could just delete the "EnemyHealing" folder, but now I am invincible, attacks don't seem to hurt me...... Everything was working properly prior to me doing this, so I guess it has something to do with your mod only. Could you help me out? If needed, I can provide my modlist.
I like the idea behind this but I had to uninstall due to one major reason:
1. The enemy detection range is absolutely out of control. Entering the very first dungeon with the mushrooms shield will pull the ENTIRE dungeon once you start the first fight. It almost feels random when you'll be able to pull of stealth or be stuck doing "wave defense" at the door of an area.
I really wish the detection range was configurable. There are other mods ("vheos modpack") that include configurable detection ranges and a lot of the other features that you have also configurable.
2. I love the way you remove rng from hardcore permadeath and put it behind the mortality stacks. This really should be a standalone mod as it gives a perfect balance between risk and reward.
Are there any changes you could make the detection range configurable or toggleable? I didn't see anything in the .xmls that I could modify, so I guess it's in the .dll?
I'm honestly not a fan of menus for personal reasons (skyrim ptsd), but if you want, message me on discord and I can give you a nerfed detection version
65 comments
Updated constantly :D
KNOWN BUGs
-Resurrect allies longer timer does not work online for some reason
Feel free to contact me on discord's Outward Modding Community or message me directly in discord @IggyTheMad#9632.
Awesome that this is making it challenging for our group of 7 (!) but the sleeping thing is a bit immersion breaking.
Thanks for your work!
-- When enabling the mod it deletes the stash you have. I have to start the game and disable the individal town stash option to preserve everything I have. Not a major thing but an oversight since it resets all stashes apparently.
-- like the idea of the mod but some boss fights are broken because of it.
Can the 12 second timer feature be disabled somehow and allow enemies to damage each other without player intervention?
super cool mod, adds a lot of feature i quite like a lot.
e.g. the needed crafting recipes, but..am i stupid or how do i craft crystal powder now? :D
Edit: I started the game and it said now that i have learned it, like from a recipe
=========
SUMMARY
=========
I read Valerka's post and I have been having the same problem - I have tested on a new game with only this mod and its 2 dependencies (BepInExPack_Outward and Sideloader) loaded. Playing on normal mode.
It seems that if you die and your backpack is put on the ground near you, rather than staying on your back, you get mortal beed items in the pack that do not become consumed to apply mortal stacks to the player until a loading transition (quitting to menu and continuing game, or moving to a new area).
===================
STEPS TO REPRODUCE
===================
You will see that if you are dumped on the pier with your backpack still equipped, you will get the mortal stacks as normal. However if you are dumped with your backpack on the ground in the inn, you will not get the stacks but will instead find you have some 'mortal beeds' items in your pack, and they will not take effect until you go through a loading transition. You are able to drop them on the ground to avoid this, if you so wish.
I have tested this in Cierzo, in the NW Trog Cave, and once while testing in that cave I died and it dumped me on the side of Conflux Mountain. In all cases where my backpack was put on the ground, this occurred. I have also had this in co-op, which is what led me to test it like this in single player.
Hope this helps!
I decided to ""renew"" my outward before starting a new game and, I'm still around chersonese. Thing is, I decided to try and fight the Voltaic Hatchery's mini boss and my gear was not the best, but I was able to face him properly. The only problem was the health regen system. I ran out of stamina, so I had to circle around a bit and wait, then he dodged my attacks, and his health was full in what seemed to be less than 20 secs lol.
I figured I could just delete the "EnemyHealing" folder, but now I am invincible, attacks don't seem to hurt me...... Everything was working properly prior to me doing this, so I guess it has something to do with your mod only. Could you help me out? If needed, I can provide my modlist.
Thanks man!
1. The enemy detection range is absolutely out of control. Entering the very first dungeon with the mushrooms shield will pull the ENTIRE dungeon once you start the first fight. It almost feels random when you'll be able to pull of stealth or be stuck doing "wave defense" at the door of an area.
I really wish the detection range was configurable. There are other mods ("vheos modpack") that include configurable detection ranges and a lot of the other features that you have also configurable.
2. I love the way you remove rng from hardcore permadeath and put it behind the mortality stacks. This really should be a standalone mod as it gives a perfect balance between risk and reward.
Are there any changes you could make the detection range configurable or toggleable? I didn't see anything in the .xmls that I could modify, so I guess it's in the .dll?