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9 comments

  1. Smokewhisp666
    Smokewhisp666
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    Hey, so the mod doesnt even seem to be working at all? no crash at all, just defeats do not seem to work
    1. Kaozurei
      Kaozurei
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      • 2 kudos
      The mod under main files is just a framework which won't do much by itself, just keep you alive at 1 hp for a single hit, so make sure you download at least one of the optional files (second wind or status point loss) in order for defeats to actually trigger properly.

      The mod's also fairly simplistic in how it works with no clear indicator of a defeat event triggering other than a blue message appearing on the top left corner of the screen which is easy to miss during combat, so that's something to keep in mind. It's absolutely possible to trigger a defeat, get fully healed, then take enough damage to die again, all within just a few seconds.
    2. Recent versions I changed it to bumping you up to 20% because some longer-term defeat resolution things would end up having the player randomly die at some point - and I assume that's because of environmental damage or something with 1hp = death. All existing 'defeat' things set the player's HP to *something* so the temporary 20%~ survival-bar is just that: temporary.

      Without any submods, I suppose it would leave you with 20% HP when you should've died instead of at 1 HP.

      Most likely, @Smokewhisp666 does not have one of the requirements, I would guess UE4SS, installed properly (no UPI or the main PlayerDefeat module would result in the game crashing rather than just not doing defeats).

      When loading, you should see multiple messages in the top left corner. If those aren't there, you're missing requirements.
  2. taxidermyhamster
    taxidermyhamster
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    How long is he cooldown for INDY, in game hours?
    1. The timer is 300 seconds; so 5 minutes IRL.
      That's probably something I should put on the page. It will (eventually*) be customizable by the user, but currently I'm sick and barely even bothering to check the page(s) for anyone running into problems.

      *Customizing that timer (and other settings, like what % of HP counts as being defeated, and a few other things) is what I'll be working on for the next update, but I don't have an ETA on that right now. I got back from a trip on Saturday (7 days ago), fixed some bugs (6 days ago), then got knocked on my ass with whatever this is (5 days ago) and have been laid out all week. Doing better now than on like Tuesday, but still weak as anything.

      Edit: That customization option is now available as of 1.0.3 (and 1.1 adds customizing submod weights) > Both are saved as files inside LogicMods/Settings
  3. TheGamerdracul
    TheGamerdracul
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    Hi there.
    For some reason this mod doesn't work. It crashes the game with this error: https://sta.sh/01oxkeejmof2
    1. After some troubleshooting, we determined the cause was an older version of UniPalUI in the ~mods folder. Which was somehow overwriting the version in the LogicMods folder. Palworld modding black magic, I guess.

      After removing that (which had been overwriting the up-to-date version in LogicMods) along with a few other old-duplicates, INDY worked fine.

      No idea why the crash log said something about a SuperStruct / DefeatedTrigger... But unhelpful crash reports are par for the course with Palworld mod-related crashes.
  4. irrimn
    irrimn
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    Would it be possible with this mod to make it so that when you hit 0 HP, you go 'downed' (like in multiplayer; able to be revived by other players), but then if you kill a nearby enemy (or your Pal does) you get revived?
    1. In theory, yes.

      In fact, it could even be done as a sub-mod for INDY, without any updates to INDY itself.

      That said...
      I personally do not know how to create an animation / state for the player to be downed. I don't have any experience with animations at all, no idea how to call them. I know people I could ask about this, but...

      I also do not know how to configure an action for another player to revive the downed individual. Could probably figure it out - short range ray trace on a hotkey, maybe? But that's a rabbit hole of research and testing. And it wouldn't matter anyways because...

      Most importantly: I simply have no idea how to interfere with the AI in Palworld. I tried several functions / state settings / etc. to end the fight after the player was defeated (maybe it wouldn't work for an aggressive Pal, but even passive pals would remain in combat after the defeat regardless of what I tried).



      If someone knows how to handle those things, they could create a submod that does just that pretty easily. Though they'd have to start tracking for whether a nearby hostile pal is defeated by your summon, that's definitely doable.