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Tasty and Elec0

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Anarchism36

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32 comments

  1. Drizzard
    Drizzard
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    Does this work in multiplayer? And if so, do both players need the mod?
  2. IGSpelly
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    I followed the instructions on another mod, to use Partiality. Since there was no instructions here, and you had mentioned Partiality, I guesstimated that it would work out fine

    Sadly no. It did something, but what it did tanked my FPS, which admittedly might not be the mods fault but the games fault. However, my Stamina regen is now slower than Health regen from bandages.
    1. Anarchism36
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      Hmm this is weird. I just put instructions up and sorry for not having them up before - this is my second mod and not really expecting it to get this many downloads so fast.

      Steps on how to install -Required - Partiality Launcher
      Step 1) Follow this Video, but use Outward.exe instead of WizardOfLegend.exe
      Step 2) Once the mod folder has been created through the first launch and
      selection of Outward.exe drop the unzipped and downloaded files into the mod folder
      Step 3) Launch PartialityLauncher again and open the EXE again, tick the "StaminaRegen.dll" and Click Apply Mods
      Step 4) Enjoy the game!Optional Step: Modify StaminaRegenMultiplier.json with any text editor. Do not change anything outside of the number. This number is normally default 12, however the base one in the download is 24.

      I'm assuming you've already done these steps but wanted to repost them for sure. Have you modified the StaminaRegenMultiplier file at all? Its quite possible that the name could have been misleading. The default value is 12, this doesn't act as a multiplier, so if you set the value to 2, you're actually at 1/6th of what your stamina regen would normally be. Initially I was working on it as a multiplier but that changed and I just never changed that file name. I'll see about making it more clear and attaching a readme on the next patch.

      If you are still having troubles, hit ctrl + f in your output_log in Outward_data. Type in "Tasty47" without the quotations, this should bring up some type of debug message, It should say something like "Tasty47: Stamina Working [Enter whatever number your staminaRegen currently is in game here]. If that value matches the one in your .json file the script is functioning properly.

      As for performances issues this shouldn't have any impact on that. The script only runs once. Although it might just be a performance issue in mods in general - idk tbh.
    2. IGSpelly
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      I will return with the results.
      And yes, I did the description to a tee, Skyrim is to modding what Sekiro is to Melee Mastery games.

      EDIT
      Reenabled the mod through Partiality. The issue returned. Since it disappeared once I disabled it and cleaned meta data through Partiality, it seems decided that something about the mod utterly kills my stamina regen. About to go through the log file now. Will return once that is done.

      EDIT2
      No Tasty47. However, a Tasty48: Successful load. While this does not mention stamina, below the directory string I found:

      NullReferenceException: Object reference not set to an instance of an object
      at StaminaRegen.initializer.StaminaRegenPatch (On.CharacterStats/orig_OnAwake,CharacterStats) <0x000a8>
      at (wrapper dynamic-method) CharacterStats.hook_OnAwake_-103525888 (CharacterStats) <0x0005f>
      at CharacterStats.Awake () <0x00040>

      With my weak code skills, I would say that the patch is not attached properly, or breaks a call of some sort, since it not only does not work, it does the opposite of working. Or perhaps something else is wrong on my end... but I cannot for the life of me think of anything that could interfere.
      EDIT 2.1
      Ok, I realized that I did not add the Java data file to the Mods folder. Will check if this is the actual issue.

      EDIT 3019.
      Yes, the .jason file not being in the mod folder in Outward game location was the issue. Not odd then that the base regen speed was litterally zero :D However, I am going to have to test it out and see where I land. It seems a bit fast tbh. Nice of you to expose the variable so that I can tinker and find a good balance between reducing the running-in-circles and there being a point in preparing for a fight.

      Come to think of it, do you know if you can alter the stamina regen from external sources rather than the base regen? I would LOVE to tinker with those. And while you are at it, do you think you can expose the weight of the cooking cauldron as well as the Alchemy station? Ooo oooh, and could you figure out some way to make all backpacks look like the 25 silver one and/or the 60 silver one?

      DO MY BIDDING MINION... aheerm. Sorry, got a bit carried away there. Good mod though. Thanks.
    3. Anarchism36
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      Some of those are good mod suggestions, I'd recommend to go to the discord and to into Outward-Modding and drop some of those ideas down there. I'm definitely not the most skilled modder in this community.

      And glad that you got it working, sorry I wasn't here to walk you through it a bit more. The .json file is called in the script and I have no catches so that if it doesn't call the file, the script just doesn't function. The difference between Tasty48 and Tasty 47 is if that file loaded.

      Hope you enjoy the mod, I plan on looking into adding ManaRegeneration, Health Regneration, and potentially looking into Burnt Health/Stamina/Mana values to make them customizable.

      Edit***: So there is a cheat mod that increases all backpack weight by 100. This would make the backpacks you were talking about using more feasible to use. I think there are some people working on a hide-helm and hide-backpack mod so that you can get the stat advantage but don't have to look like a dweeb with a big box on your back. Also for the weights on both of those items, I could look into make a mod for those. Idk how to balance it though, I feel like the in-game weights for those items are already balance a bit. Maybe make the alchemy kit the same weight as the cooking pot, or drop the cooking pot 1 pound.
    4. IGSpelly
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      This is just for discussion. But I have been spending an unhealthy amount of time working on a design doc for Outward 2. The intention is to make a youtube video about it at some point.

      Anyways. The issue with the crafting stations is that they are too general. What would work the best is to have nomad versions that allow us to only craft a short list of items, such as teas, resource potions (Mana, Stamina, Health), and all types of foods except the highest tier. For the sequel, this would be handled by having the cauldron and Alchemy station weigh 10 and 18 respectively, but the nomadic crafting is done in a frying-pan and a single beaker. These are weightless if you only have 1 item of each, and they show up on the bag model if you carry them in your bag inventory.
      Next step would be to remove the placement procedure, once you have crafted a fire-kit and placed that, using the fire will automatically place them at the fire and open a dual crafting menu. Naturally returning them to your inventory once you are done crafting is done automatically as well.

      Additional balance would be to change to a Dungeon Siege style of resource potions. Instead of having a set amount for each potion, a single potion contains a set amount of points, and you only drink what you need. Next step is to differentiate between potions crafted with the nomadic alchemy station, and those crafted at the heavy version. Those crafted in town has a higher concentration, meaning that the potion would last longer.

      Then to rework those potions that we use seldom, but will die without if we dont have them: Poison curing, elemental protections, and damages to specific enemy types etc. The issue is that we need pre-existing knowledge of an area, or accept that they take up weight in our inventory. This run the risk of players running back and forth between spots rather than actually bringing the weight-hoggers with them at all times. To solve this, you could create a dehydration item. For the cost of two potions, you get 1 powdered potion item with little weight. Trough the nomadic beaker, you can rehydrate them, but they would be less effective than the once made at the heavier station. This allows you to press on while at the same time does not remove the reason to go back to town if you know you will be going against certain elemental enemies, etc.


      Since I started writing this, I am going to go further. Fishing is not about holding a button near a 3D icon if fish. Rather fishing and setting traps for smaller game is a method of decreasing the time required to move between 2 spots that you traverse often enough. These traps are placed, and in a day or so there is a % chance that they will contain animals for consumption.

      Of course, to make this work, the game has to be changed in a fairly deep way. First, game, such as rabbits, deers, massive weird birds, are afraid of you, and they run fast. Catching them requires a hunting mini-game where you need to move through proper terrain and watch the wind-direction, and not miss your shot, and then successfully see tracks they leave being. Ofcourse, this requires denser forests more akin to Kingdom Come. Second, you would have to increase the sizes of the maps so that traversals between two points is an actual treck, rather than a 10 minute run. And then you would have to rework the food system to: 1, reduce the amount of recipes and the complexity of them. We are nomadic adventurers after all, not base-building naked people with rocks. And 2, make sure that plants is not the only type of food we need and that getting meaty food is a task, but one that you do not have to do constantly. Then the pouches need to be reduced to a set amount of items. This has to do with combat functionality. The most broken items in the game are the backpacks that dont impact combat. At least the pouches armors have poor defensive stats, but they are nearly as game-breaking. Instead of a limited combat inventory, but a servicable exploration inventory, we get a pointlessly large combat inventory with not enough exploration inventory.
      To fix this, anything affecting inventory such as it works, is removed and reworked. Then the pouches ideas should be reworked to function as the Diablo style inventory. This means that there is an upper cap on the items you bring with you into combat, which works towards retaining the combat balance even in late game.

      Yea. Sorry, as I have said, I got pages upon pages about a rework. But, reducing the weight of those items is a thing that helps with the tedium of running back and forth between cities. Having the items you need for your treck; sleeping tent, cooking, alchemy, pick-axe, etc, be weightless if you have just 1 version in your pack, would help with the enjoyment of the game and keeping me focused on what the good parts is. At least for me.
    5. joewalabel
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      I plan on looking into adding ManaRegeneration, Health Regneration, and potentially looking into Burnt Health/Stamina/Mana values to make them customizable.

      There're already a mod that do that.
      The author based on your mod.
      Also have option to increases backpack and pouch weight too.

      You're a nice modder, so i suggest you invest on something that don't exits by now ;)
  3. wintertoburn
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    would it be just as easy to do this same thing but for mana? just an idea but maybe if its not too much trouble you could make one for mana regen too so that we wouldn't have to spend a breakthrough point just to get mana regen or maybe could you find the lines to edit so that we get -100% mana use like that one armor build but then that would free us up to use whatever armor and still get -100% mana use. movement speed would be another cool one to be able to edit or go a little faster without having to use certain armor pieces. thanks in advance.
    1. Anarchism36
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      Yeah I plan on doing this here soon someone said something in the discord and I've already looked at it. I'm looking at a way to basically just bundle all of these variables together with something to also edit the maximum amount of burned mana that you can get from sleeping, but if I can't get that going soon I'll just repurpose this mod probably at least by tomorrow for a health/mana/stamina regen variability.
    2. wintertoburn
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      awesome man, im going to do a vid on this try to get the word out for you. mod capability for this game, in any capacity, is going to excite a lot of ppl
    3. Anarchism36
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      Easy Mode i'm pretty sure now has support for this.
  4. sewag
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    Hey Dude.

    Thanks for the mod. It was a great reference point for making my own changes. One thing I did notice is, and this might have been the intention, the extra stamina regen applies to everything not just the player.

    If you where to make your change in PlayerCharacterStats instead of CharacterStats that would probably do the trick.

    Cheers,

    sewag
    1. Anarchism36
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      What do you mean teh extra stamina regen applies to everything, not just the player? I'm not entirely sure if creatures in this game actually utilize stamina values, or if they just have hard-coded cooldowns on their attacks. I'd like to look into this though because I don't know fully what you mean. If the stamina regeneration also applies to enemies that's not intended, but I don't think its "super important" because idk how the enemies use the stamina.

      Also editing PlayerCharacterStats does not have the same variable set. It seems liek PlayerCharacterStats handles values along temperature, food, and water data. I'll take another look at it though to make sure.

      One of the things that could be happening if the AI are getting stamina regen buffs is that the AI script calls the normal CharacterStats script but once again... idk. That's just some stuff I heard around discord so I'll have to look into it. Thanks for the input though! What changes did you make? If you got any mod progress off of mine you should upload yours, I don't really care about credit - just get them mods on the market is how I feel.
    2. sewag
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      PlayerCharacterStats inherits from CharacterStats so PlayerCharacterStats has all the same stuff available to it as CharacterStats but also adds stuff that only the player needs to deal with like temperature.

      I added some extra health, stam, life regen and mana regen. So it was really obvious that the changes to CharacterStats applied to every thing when the guy I was fighting started regening health. I'll upload my mod and give you credit as mine is basically just your one with extra values.
    3. Anarchism36
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      Hell yeah, I know there's some people that have been requesting the mana-regen mod. I'll see about looking at a way to only call that variable during PlayerCharacterStats unless you fixed that already. Once your page is up I can link over to yours that way we don't have 2 of the same mod niche, we could just absolve ours into the same mod(because my next plan on updating this was mana and stuff xD).
    4. sewag
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      That's my mod up. https://www.nexusmods.com/outward/mods/11
  5. skeleton323
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    just put this 2 file in outward_data/managed???
    1. Anarchism36
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      Steps on how to install -Required - Partiality Launcher
      Step 1) Follow this Video, but use Outward.exe instead of WizardOfLegend.exe
      Step 2) Once the mod folder has been created through the first launch and
      selection of Outward.exe drop the unzipped and downloaded files into the mod folder
      Step 3) Launch PartialityLauncher again and open the EXE again, tick the "StaminaRegen.dll" and Click Apply Mods
      Step 4) Enjoy the game!Optional Step: Modify StaminaRegenMultiplier.json with any text editor. Do not change anything outside of the number. This number is normally default 12, however the base one in the download is 24.

      Install partiality, this will create a mods folder. Just put both of the files in the mods folder, run partiality, then make sure they are checked.
  6. Fogever
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    how to install ?
    1. Anarchism36
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      Steps on how to install -Required - Partiality Launcher
      Step 1) Follow this Video, but use Outward.exe instead of WizardOfLegend.exe
      Step 2) Once the mod folder has been created through the first launch and
      selection of Outward.exe drop the unzipped and downloaded files into the mod folder
      Step 3) Launch PartialityLauncher again and open the EXE again, tick the "StaminaRegen.dll" and Click Apply Mods
      Step 4) Enjoy the game!Optional Step: Modify StaminaRegenMultiplier.json with any text editor. Do not change anything outside of the number. This number is normally default 12, however the base one in the download is 24.

      I copied the guide from the multiplayer limit remover mod and just changed it a bit. You download partiality, then once you run it with Outward.exe then you will get a mods folder in your game. Drop both of the files in your mods folder. You can edit the .json file variables to your hearts content, just save it and its ready, no need to go through partiality if any edits are made to the .json file.
  7. HugAMuffin
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    ... But... Why that picture?
    1. Anarchism36
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      I'm fast as f*#@ boiiiiiiiiiii

      I'll probably make a different picture down the line.
    2. HugAMuffin
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      Haha! Ohhh! Okay, that's reasonable. Want me to make you an incredibly cringy, poorly photoshooped one?
    3. Anarchism36
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      Hell yeah my dude!
    4. Revolvere
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      :D
    5. HugAMuffin
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      I... I don't know why I do these things.
  8. V1KING95
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    Awesome work man! I'm curious if there is a way to convert this to Mana regen aswell? The mana system in the game is a bit unforgiving. Anyways, thanks!
    1. wintertoburn
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      oh didnt see that you asked the same thing lol yeah this is what im thinking as well, we need to boost mana use somehow. this stamina edit works great though so im very happy about that already
    2. Anarchism36
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      Just responded to wintertoburn over this, I should be able to get this going by sometime tomorrow. Its an easy adjustment, I just wanna see if i can bundle it together with a few things xD
  9. chypres89
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    Oh, a .dll plugin thingy that's awesome. hope you make more stuff.
    1. Anarchism36
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      Yeah, just install it through Partiality. Definitely in the progress of making more configurable stuff - theorizing a more aggressive enemies mod right now.
    2. chypres89
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      yeah, this seems to be the way for now. then we do not need to download huge files and replace for smaller mods etc. sounds good man.