I've been looking for a mod like this for almost a year! Thank you so much!! xx
But it doesn't seem to work properly... :(
Thanks to some comments here, I just found out how to make it work in-game: You need to edit some values in the config.json file like this: "BasicAmount": -10, // (The larger the absolute value, the more friendship decreases if you don't talk to them.) "BirthdayMultiplier": -50 // (The larger the absolute value, the more friendship decreases if you miss their birthday.)
The friendship calculation doesn't seem to work as the modder described, so we have to adjust the values ourselves.... Still it's amazing!!! yeahh
Thank you for making this mod and updating it for 1.6!
While I'm enjoying using it, I just wanted to let you know that after testing it out in-game, currently the default config.json settings cause your friendship with NPCs to increase instead of decrease when you haven't given them a gift this week. As another user Vizaru posted in an earlier comment here, changing both "BasicAmount" and "BirthdayMultiplier" in config.json to negative numbers fixes this (e.g. changing them to -10 and -5.0 appears to fix this issue).
Thank you (And Vizaru) for this. A quick question, because it's STILL not clear from me on the mod's description page:
You will lose friendship each day unless you give the NPC a gift during the week.
When is this calculated? Are you losing friendship on the first day of the week, even if you give them a gift on the second day? Is all of the decay happening at the very end of the last day of the week?
It's been a little while since I was checking this closely, but from what I remember checking the detailed SMAPI logs while testing things out it happens like this:
With this mod every time the game rolls over to a new day (so essentially in between going to bed and waking up the next day), each NPC loses some friendship during the overnight process where various "daily" game things get calculated. However if an NPC has the "received a gift this week" flag set when this calculation happens (I believe the same one you can see when viewing them in the Relationships tab), they are immune to this effect and won't lose any friendship.
I seem to recall this calculation for losing friendship happens before the "received a gift this week" flag gets reset when changing to a new week from Sunday night to Monday morning, but would have to double check to confirm. If I'm remembering correctly, this means that if you gave every villager a gift every Monday, nobody would ever lose any friendship from this effect, since the "received a gift this week" flag would always be set for all of them each time the calculation happens. However if you didn't give a villager any gifts until Tuesday that week, they would lose 1 day's worth of friendship (and the loss would occur between Monday night and Tuesday morning).
Huh ... having it spelled out like that, makes it seem way less appealing. This would force the idea of having to give everyone a gift on "monday" to be sure you're not arbitrarily penalized.
Given the way you've explained this, I am less interested ... except for the "missed a friend's birthday" feature. So, (and again, I know it's not your mod), do you think it would work if I were to do something like this: "AmtOfGiftsToKeepNpcHappy": 0, My thinking being that if you set the Amount of Gifts to Keep NPC Happy to 0, then you will effectively turn friendship decay from no gift for the week off.
But, the birthday multiplier would still be active if you miss the birthday. And with the Heart Multiplier, (although I wish it were more clearly noted so we could be sure in which sense it's going), I think it would mean something like this:
Miss a birthday: = - 750 friendship points (3 hearts! ouch!) at 10 hearts, all the way down to -75 friendship at 0 hearts
I already have the "Friendship Tweaks" set up to include: "DecreaseModifier": 2.5, (so, not talking to a non-romanceable or a pre-bouquet NPC will give you -5 points per day) coupled with Gift Decline resulting in diminishing returns for gifting. I use Part of the Community (with lowered settings) to gain some additional friendship for talking to people in groups. I had been using Friendship Decay, but I don't think I really need it, as I'm not interested in turning off Decay at 10 hearts and the Friendship Tweaks already allows me to increase the Decay multiplier.
I don't remember the exact way it behaves when setting certain values to 0, but that does seem like it would probably result in the behaviour you're looking for. If that doesn't work, another thing to try could be setting all of the "HeartMultiplier" values to 0 but leave the "BirthdayHeartMultiplier" as they are. If it doesn't like values at 0, you could try setting the basica amount very small and the birthday multiplier very large. To check, you could make a backup of your save and either check how a certain NPC's friendship points changes overnight with an info/ui mod, or try using the "SMAPI for developers" version to get detailed log which should list specific changes to NPC friendship points overnight.
I'll play around with it ... I still haven't started a run, as I want to get my ducks in a row. If you ever get inspired to make another mod around Friendship, it's currently kind of awful having 4-5 different mods that you have to enable and tweak individual settings for! It would be nice to have one mod that would allow a lot of control over multipliers and decay ...
Thank you for the info, while I am updating Mizzion's mods while he's away, I will be taking a look at this mod soon. I will take your input into consideration and work on getting an update out to fix the issues.
I'll play around with it ... I still haven't started a run, as I want to get my ducks in a row. If you ever get inspired to make another mod around Friendship, it's currently kind of awful having 4-5 different mods that you have to enable and tweak individual settings for! It would be nice to have one mod that would allow a lot of control over multipliers and decay ...
(I'm not ready to mod SDV yet though, if ever)
While I'm making my notes on things to look into with this mod, can you give me examples of what you think should be included in this all in one friendship mod? I'd be interested in hearing your input on what's missing.
Sorry, I didn't see your reply. This is long, but I tried to be thorough.
Overview: Currently, to tweak friendship and decay, I'm using MULTIPLE mods for the aspects below: -Part of the Community -- allow passive gain of friendship from greeting NPCs in sight of other NPCs, as well as passive bonus from NPC family members of NPCs who receive gifts; there are other settings but less interesting - Enhanced Relationships -- this, mainly for the penalty of missing a birthday - Friendship Tweaks -- for lowering the birthday/winter festival gift multiplier; for increasing the decay multiplier - Gift Decline -- for diminishing returns on repeated gifts to NPCs (resets every year; repeated gifts lowers "liked" value)
Analysis: Most of the mods have some weak spots: - Part of the Community is GREAT for the functionality of the passive friendship gain, but it's just too powerful, even when you turn the gains down. There's also no GMCM and the config files are not descriptive, so I find it annoying to adjust. - Enhanced Relationships is ... currently kind of a mess. The mod description is not clear (when is decay happening?), the math isn't correct (it's currently ADDING instead of subtracting friendship). Also, as mentioned elsewhere, it's kind of disappointing that the loss is calculated each day before the gift total is met, meaning that if you set it to just 1 gift a week, you're then encouraged to give everyone a gift on Monday to keep them happy. It would be better if it were, say, calculated on "Sunday" and if no gift (or no 2 gifts) were received, only then would you have a lump sum deduction of the friendship points. - Friendship Tweaks is just ok. I use it to increase the Decay multiplier. It does other things that other mods do (such as increase birthday gift multiplier), and some that don't interest me (like increase the NPC heart levels up to 20) - Gift Decline is great. It is simple and does exactly what it says.
Basic Proposition, better mod: A more useful mod to handle friendship gain and loss would have the ability to do the following: 1) Set friendship gain and decay values, ideally separately and by user input values, auto set to the vanilla default values, indicated in a tool tip: friendship GAINED by: talking, talking while engaged in activity, giving a gift, giving a birthday gift, giving a winter star gift, giving a stardrop tea gift, (and for completion's sake, the ability to change the value for going to the movies, buying a snack, the first spouse kiss of the day, and a maybe a multiplier for heart event choices) friendship LOST by: not talking, not giving a gift (or 2) during the week (calculated by day, and deducted going to sleep on Sunday), not giving a birthday gift, giving a disliked or hated gift, (and for completion's sake, hitting with a slingshot and maybe a multiplier for heart event choices) Example: in the config we'd see: Friendship Gain (input positive integer): - Talking [_______] (tooltip: once per day, default +20) - Talking while engaged[_______] (tooltip: while NPC is engaged with exercise or an activity, default +10) ... etc
Friendship Loss (input negative integer): - Not Talking, 1x day[_______] (tooltip: failing to talk for a day, default -10
DREAM Proposition: My DREAM mod would be able to do that, PLUS would have some of the functionality of Part of the Community, and some additional functionality: - set a value of friendship gain for: - when an NPC witnesses you speak to another NPC (can trigger for multiple NPCs at a time; must be on-screen/set radius; ex: talking in Pierre's shop while 2 other customers are there, each NPC gets the bonus twice (plus the value of being talked to)) - all family members of an NPC who receives a gift from you (calculated when you go to sleep) - all NPCs when you join a festival - set a value of friendship loss for: - all family members of an NPC who does not receive a birthday gift from you - more control with multipliers (slider with values to make it 25%/50%/75%/double friendship gains and 25%/50%/75%/double friendship losses) for all of the above in categories: married, romanceable 8+ hearts, romanceable < 8 hearts, non-romanceable 8+ hearts, non-romanceable < 8 hearts
Example: in config we'd see: Married Friendship Gain:[slider values: -75/-50/-25/Default/+25/+50/+75/Double] Friendship Loss:[slider values: -75/-50/-25/Default/+25/+50/+75/Double]
Romanceable 8+ hearts //same Romanceable < 8 hearts //same ...etc I think that Gift Decline is very streamlined and self-contained, so it could stay separate. (FYI, it pairs very nicely with Predict Reaction to Gifts)
Finally, there's also a mod "Friendship Decay" that has one or two interesting ideas that I could see the community enjoying, even if I personally would not play with them. But, in a "dream friendship all in one mod" that would appeal to anyone looking to manipulate friendship I'd also add: - the ability for pets to have friendship decay - a toggle to make decay never stop - a "soft" cheat to turn off all decay (i.e. the player can ONLY gain friendship, never lose it) - a cheat to designate an item in game (say, a blue jazz flower), that when given would give 2500 friendship (10 hearts)
But really, the Basic Proposition would already be stellar, allowing us to have more control, eliminate a few mods, and remove redundancies (like multiple mods changing the Birthday Gift multiplier).
Phew, that was a lot of write up. At the very least, I hope this helps anyone looking for more friendship mod ideas!
thanks for the reply. I'm currently going through the code and seeing what needs to be changed. Or if it would be best just to scrap Mizzions code and re-start it. It kind of looks like he was in the middle of a re-write anyways.
Just wanted to say I've been messing around with similar sets of mods and I came to the exact same conclusions as silverdropone. This is a very good set of suggestions, thumbs up.
I am somewhat confused and maybe somebody can help me figure it out. So, if I understand the comments correctly, you have to set the values to - so that the mod works correctly. How could I make friendships harder? E.g would setting the basic amount to -15 make it harder or easier than setting it to -10?
Hi, this is a very late response but I figured it couldn't hurt and maybe someone else is wondering too!
You are correct in how you've interpreted the comments; adding "-" infront of the numbers does solve the issue with friendship increasing instead of decreasing, and to your question: the "bigger" the number, the harder it gets i.e. -25 is harder than -10.
I'm playing with my basic amount at -75 and answering every heart event the "wrong" way to really get that "my character is basically at Clint-level with these social interactions" vibe. We're suffering, it's great. :)
Probably should not ask this here, but I have been thinking for quite sometime, so if anyone is using this mod together with socializing skill, please let me know if they work together.
Will do!! Is there a way to augment the amount of points required to gain a heart? 🤔 It's 250 friendship points to gain a heart, but would it be possible to change it to 300 for example?
You could increase/decrease the base amount. That would lower the amount of point you get. But the mod itself doesn't change the required amount to gain a heart
Sorry if I didn't understand properly, I thought the base amount is used to calculate the decay, but what you said here sounds like it affects the amount of friendship points gained as well? Like when talking or gifting the npc.
The mod itself doesn't handle the actual decay. That's done by the game. What the mod does is, it allows you to increase/ decrease the amount of friendship points gained. Depending on your settings, it will do the following.
1. If MissedBirthdays is turned on, then it will decrease your friendship points with the NPC who just had a birthday if you didn't give them a gift.
2. If MissedBirthdays is turned on, then it will increase your friendship points with the NPC who just had a birthday if you gave them a gift.
3. It will increase your friendship points with all NPC's who you've talked to (This is done daily).
You can find all the calculations in the config file.
That's exactly what I needed, after a week of trawling through various forums in my free time looking for similar modules or trying to change the XNB file to make the friendship mechanism more difficult, looking forward to your updates!
I have no idea what this means but I got a bunch of red text errors from SMAPI while trying to play with this mod installed.
[table]lationshipsMod crashed when editing asset 'Data/mail', which may cause errors in-game. Error details:NullReferenceException: Object reference not set to an instance of an object. at EnhancedRelationships.EnhancedRelationships.<ContentEvents_AssetRequested>b__12_0(IAssetData asset) in C:\Users\a\OneDrive\Documents\GitHub\MyStardewMods\EnhancedRelationships\EnhancedRelationships\EnhancedRelationships.cs:line 254 at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyEditors[T](IAssetInfo info, IAssetData asset, List`1 editOperations)[/table]
I looked thru the files and I don't see anything pertaining to "object references" or "null ref exception", not on my end at least. I did switch the "get mail" config to false just to see if it helps - it does not. Not really sure what this setting entails, but I still get letters about so-and-so's b'day is tomorrow with gift suggestions so it appears that it may have no effect on game (?). But please could anyone help me figure out the problem? I really want to use this mod! TIA
here's the full smpi log: https://smapi.io/log/964bb62f3068433ab1e166a9f2aa72a6
EDIT: I just saw this problem reported in the Bugs section. I hope it can be fixed soon!
Maybe tweaking the "get mail" setting was not a good idea after all. I have no idea what I'm doing! Was just looking over my smapi log today because I have (probably) too many mods and it shows ER has 463 errors. Eesh. SMAPI log
@1nfernalmachine - Thanks for your comment. Good to know!
How's it working for you with EnableMissedBirthdays turned off? I know you said it stops the NRE error from spamming, but does this mod seem to be working well otherwise?
This is what I've been looking for!! I typed a bunch of keywords in the search (friend/s, relationship/s, social, friendship, &C.) but nothing was coming up (well, not nothing - found several other cool additions). I have full hearts with most NPCs on my roster already. I wonder how this will affect that. Also play with SVE, RSV, ES, & more. Plus I've been using Part of the Community (also love that one). Hopefully this can rebalance things. It gets boring and pointless maintaining a relationship that's already "perfect" based on the game's standards. Thanks for updating.
This might be just the thing to nerf the mod Part of the Community Since this one makes making friends harder if you actively ignore them while Part of the Community gives passive friend points for joining festivals or interacting with others around them.
77 comments
But it doesn't seem to work properly... :(
Thanks to some comments here, I just found out how to make it work in-game:
You need to edit some values in the config.json file like this:
"BasicAmount": -10, // (The larger the absolute value, the more friendship decreases if you don't talk to them.)
"BirthdayMultiplier": -50 // (The larger the absolute value, the more friendship decreases if you miss their birthday.)
The friendship calculation doesn't seem to work as the modder described, so we have to adjust the values ourselves.... Still it's amazing!!! yeahh
While I'm enjoying using it, I just wanted to let you know that after testing it out in-game, currently the default config.json settings cause your friendship with NPCs to increase instead of decrease when you haven't given them a gift this week. As another user Vizaru posted in an earlier comment here, changing both "BasicAmount" and "BirthdayMultiplier" in config.json to negative numbers fixes this (e.g. changing them to -10 and -5.0 appears to fix this issue).
A quick question, because it's STILL not clear from me on the mod's description page:
When is this calculated? Are you losing friendship on the first day of the week, even if you give them a gift on the second day? Is all of the decay happening at the very end of the last day of the week?
With this mod every time the game rolls over to a new day (so essentially in between going to bed and waking up the next day), each NPC loses some friendship during the overnight process where various "daily" game things get calculated. However if an NPC has the "received a gift this week" flag set when this calculation happens (I believe the same one you can see when viewing them in the Relationships tab), they are immune to this effect and won't lose any friendship.
I seem to recall this calculation for losing friendship happens before the "received a gift this week" flag gets reset when changing to a new week from Sunday night to Monday morning, but would have to double check to confirm. If I'm remembering correctly, this means that if you gave every villager a gift every Monday, nobody would ever lose any friendship from this effect, since the "received a gift this week" flag would always be set for all of them each time the calculation happens. However if you didn't give a villager any gifts until Tuesday that week, they would lose 1 day's worth of friendship (and the loss would occur between Monday night and Tuesday morning).
Given the way you've explained this, I am less interested ... except for the "missed a friend's birthday" feature.
So, (and again, I know it's not your mod), do you think it would work if I were to do something like this:
"AmtOfGiftsToKeepNpcHappy": 0,
My thinking being that if you set the Amount of Gifts to Keep NPC Happy to 0, then you will effectively turn friendship decay from no gift for the week off.And then, something like this:
"BasicAmount": -250,
"BirthdayHeartMultiplier": [
0.1,
0.15,
0.2,
0.3,
0.4,
0.5,
0.6,
0.7,
0.8,
0.9,
1.0
],
"BirthdayMultiplier": -3.0
But, the birthday multiplier would still be active if you miss the birthday.
And with the Heart Multiplier, (although I wish it were more clearly noted so we could be sure in which sense it's going), I think it would mean something like this:
Miss a birthday: = - 750 friendship points (3 hearts! ouch!) at 10 hearts, all the way down to -75 friendship at 0 hearts
I already have the "Friendship Tweaks" set up to include: "DecreaseModifier": 2.5, (so, not talking to a non-romanceable or a pre-bouquet NPC will give you -5 points per day) coupled with Gift Decline resulting in diminishing returns for gifting. I use Part of the Community (with lowered settings) to gain some additional friendship for talking to people in groups. I had been using Friendship Decay, but I don't think I really need it, as I'm not interested in turning off Decay at 10 hearts and the Friendship Tweaks already allows me to increase the Decay multiplier.
If you ever get inspired to make another mod around Friendship, it's currently kind of awful having 4-5 different mods that you have to enable and tweak individual settings for! It would be nice to have one mod that would allow a lot of control over multipliers and decay ...
(I'm not ready to mod SDV yet though, if ever)
While I'm making my notes on things to look into with this mod, can you give me examples of what you think should be included in this all in one friendship mod? I'd be interested in hearing your input on what's missing.
Overview: Currently, to tweak friendship and decay, I'm using MULTIPLE mods for the aspects below:
- Part of the Community -- allow passive gain of friendship from greeting NPCs in sight of other NPCs, as well as passive bonus from NPC family members of NPCs who receive gifts; there are other settings but less interesting
- Enhanced Relationships -- this, mainly for the penalty of missing a birthday
- Friendship Tweaks -- for lowering the birthday/winter festival gift multiplier; for increasing the decay multiplier
- Gift Decline -- for diminishing returns on repeated gifts to NPCs (resets every year; repeated gifts lowers "liked" value)
Analysis: Most of the mods have some weak spots:
- Part of the Community is GREAT for the functionality of the passive friendship gain, but it's just too powerful, even when you turn the gains down. There's also no GMCM and the config files are not descriptive, so I find it annoying to adjust.
- Enhanced Relationships is ... currently kind of a mess. The mod description is not clear (when is decay happening?), the math isn't correct (it's currently ADDING instead of subtracting friendship). Also, as mentioned elsewhere, it's kind of disappointing that the loss is calculated each day before the gift total is met, meaning that if you set it to just 1 gift a week, you're then encouraged to give everyone a gift on Monday to keep them happy. It would be better if it were, say, calculated on "Sunday" and if no gift (or no 2 gifts) were received, only then would you have a lump sum deduction of the friendship points.
- Friendship Tweaks is just ok. I use it to increase the Decay multiplier. It does other things that other mods do (such as increase birthday gift multiplier), and some that don't interest me (like increase the NPC heart levels up to 20)
- Gift Decline is great. It is simple and does exactly what it says.
Basic Proposition, better mod:
A more useful mod to handle friendship gain and loss would have the ability to do the following:
1) Set friendship gain and decay values, ideally separately and by user input values, auto set to the vanilla default values, indicated in a tool tip:
friendship GAINED by: talking, talking while engaged in activity, giving a gift, giving a birthday gift, giving a winter star gift, giving a stardrop tea gift, (and for completion's sake, the ability to change the value for going to the movies, buying a snack, the first spouse kiss of the day, and a maybe a multiplier for heart event choices)
friendship LOST by: not talking, not giving a gift (or 2) during the week (calculated by day, and deducted going to sleep on Sunday), not giving a birthday gift, giving a disliked or hated gift, (and for completion's sake, hitting with a slingshot and maybe a multiplier for heart event choices)
Example: in the config we'd see:
Friendship Gain (input positive integer):
- Talking [_______]
(tooltip: once per day, default +20)
- Talking while engaged[_______]
(tooltip: while NPC is engaged with exercise or an activity, default +10)
... etc
Friendship Loss (input negative integer):
- Not Talking, 1x day[_______]
(tooltip: failing to talk for a day, default -10
DREAM Proposition: My DREAM mod would be able to do that, PLUS would have some of the functionality of Part of the Community, and some additional functionality:
- set a value of friendship gain for:
- when an NPC witnesses you speak to another NPC (can trigger for multiple NPCs at a time; must be on-screen/set radius; ex: talking in Pierre's shop while 2 other customers are there, each NPC gets the bonus twice (plus the value of being talked to))
- all family members of an NPC who receives a gift from you (calculated when you go to sleep)
- all NPCs when you join a festival
- set a value of friendship loss for:
- all family members of an NPC who does not receive a birthday gift from you
- more control with multipliers (slider with values to make it 25%/50%/75%/double friendship gains and 25%/50%/75%/double friendship losses) for all of the above in categories: married, romanceable 8+ hearts, romanceable < 8 hearts, non-romanceable 8+ hearts, non-romanceable < 8 hearts
Example: in config we'd see:
Married
Friendship Gain:[slider values: -75/-50/-25/Default/+25/+50/+75/Double]
Friendship Loss:[slider values: -75/-50/-25/Default/+25/+50/+75/Double]
Romanceable 8+ hearts
//same
Romanceable < 8 hearts
//same
...etc
I think that Gift Decline is very streamlined and self-contained, so it could stay separate. (FYI, it pairs very nicely with Predict Reaction to Gifts)
Finally, there's also a mod "Friendship Decay" that has one or two interesting ideas that I could see the community enjoying, even if I personally would not play with them. But, in a "dream friendship all in one mod" that would appeal to anyone looking to manipulate friendship I'd also add:
- the ability for pets to have friendship decay
- a toggle to make decay never stop
- a "soft" cheat to turn off all decay (i.e. the player can ONLY gain friendship, never lose it)
- a cheat to designate an item in game (say, a blue jazz flower), that when given would give 2500 friendship (10 hearts)
But really, the Basic Proposition would already be stellar, allowing us to have more control, eliminate a few mods, and remove redundancies (like multiple mods changing the Birthday Gift multiplier).
Phew, that was a lot of write up. At the very least, I hope this helps anyone looking for more friendship mod ideas!
You are correct in how you've interpreted the comments; adding "-" infront of the numbers does solve the issue with friendship increasing instead of decreasing, and to your question: the "bigger" the number, the harder it gets i.e. -25 is harder than -10.
I'm playing with my basic amount at -75 and answering every heart event the "wrong" way to really get that "my character is basically at Clint-level with these social interactions" vibe. We're suffering, it's great. :)
1. If MissedBirthdays is turned on, then it will decrease your friendship points with the NPC who just had a birthday if you didn't give them a gift.
2. If MissedBirthdays is turned on, then it will increase your friendship points with the NPC who just had a birthday if you gave them a gift.
3. It will increase your friendship points with all NPC's who you've talked to (This is done daily).
You can find all the calculations in the config file.
Anymore questions, feel free to ask.
Or close the game and open your Enhanced relationships mod folder and edit the configuration file
[table]lationshipsMod crashed when editing asset 'Data/mail', which may cause errors in-game. Error details:NullReferenceException: Object reference not set to an instance of an object.
at EnhancedRelationships.EnhancedRelationships.<ContentEvents_AssetRequested>b__12_0(IAssetData asset) in C:\Users\a\OneDrive\Documents\GitHub\MyStardewMods\EnhancedRelationships\EnhancedRelationships\EnhancedRelationships.cs:line 254
at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyEditors[T](IAssetInfo info, IAssetData asset, List`1 editOperations)[/table]
I looked thru the files and I don't see anything pertaining to "object references" or "null ref exception", not on my end at least. I did switch the "get mail" config to false just to see if it helps - it does not. Not really sure what this setting entails, but I still get letters about so-and-so's b'day is tomorrow with gift suggestions so it appears that it may have no effect on game (?). But please could anyone help me figure out the problem? I really want to use this mod! TIA
here's the full smpi log: https://smapi.io/log/964bb62f3068433ab1e166a9f2aa72a6
EDIT: I just saw this problem reported in the Bugs section. I hope it can be fixed soon!
Was just looking over my smapi log today because I have (probably) too many mods and it shows ER has 463 errors. Eesh.
SMAPI log
How's it working for you with EnableMissedBirthdays turned off?
I know you said it stops the NRE error from spamming, but does this mod seem to be working well otherwise?