Unfortunately most basic weapons (such as bronze tier) are near worthless when paired with extra difficulty mods that bring beefier hp pools to mow down The upgrade costs from moreupgrades get out of control past level 4 since they are based on the item craft amounts and the item recipes cannot be altered
Hi, I got to the mountains and I made SilverBattleaxeLights, but when I want to disable the flashing lights (for headache issues due to the constant flashing) it doesn't work when I set the option "disable_SilverBattleaxeLights = true" even though the lights are still flashing.
Also I found this log [Info : BepInEx] Loading [Hugos Armory 8.3.5] [Warning:Hugos Armory] Failed to find 'D:\Gry\SteamLibrary\steamapps\common\Valheim\BepInEx\config\htd.armory_itemdata.cfg' will create config of same name with default values. [Warning:Hugos Armory] Failed to find 'D:\Gry\SteamLibrary\steamapps\common\Valheim\BepInEx\config\htd.armory_recipeData.cfg' will create config of same name with default values. [Warning:Hugos Armory] Failed to find 'D:\Gry\SteamLibrary\steamapps\common\Valheim\BepInEx\config\htd.armory_armorData.cfg' will create config of same name with default values. but no such files
I had disabled the mod's ability to write these files, as it was causing issues for some people (kept overwriting their changes, when it didn't have to)
I'm also thinking of removing configs in general except for the localization and local settings (disable flashing light effects, etc)
I'll be point to other mods that can alter items and such like Wackys DB, mainly my config syncing hasn't been working right for a few versions now, and I don't have time to fix it. And I'm sure Wackys can do much more than I already have exposed.
how does the translation work? i downloaded the "htd.armory_localization.tsv" file and put it in the config folder. In the htd.armory.cfg i have turned on the option. still the names are displayed generically like "htd_armory_example".
Sorry for the delay, so taking from what you have said you already set the variable use_LocalizationInsideConfigFolder to true.
Checking the google sheet looks like it's in a mess again, and I don't have time to correct it these days. But the Compiled sheet *should* be close to workable. You can always take a copy yourself (excel or google sheets or any other spead sheet application) and do the translations for your local langauge, and export that as a .TSV (tab separated value) even if you chopped it down to 2 columns, the 1st one should always be the ItemIds "htd_iron_great_sword_desc" and then the 2nd column is headed by your language "English" (example)
Once you drop that .tsv into the BepInEx/Configs location as htd.armory_localization.tsv and in game in the options set the language to you local langauge "English" (example) Armoy should read from the file, match the picked langauge to the column that matches in the file, and then add it to Valheim's Localization word list.
Just wanted to ask if the config files work for dedicated server. I've edited a few weapon effects and it applies to my single player world but the edits don't work on a dedicated server. I've made sure that they're using the same config files but seems like it doesn't work for me.
I don't get this error locally, so I'm not sure what version of shapekeys and more you have but I'm using 2.3.2 locally
Also checked the game's code, and Visequipment class does have that method.
So I'll be honest, I have no idea why that error is being thrown for you, unless there is another mod conflicting with SAM or there is an error that happened higher up that broke the patching process.
EDIT:
Also this mod will work fine without SAM, just some stuff won't look as nice, or correct (weapons will be limited to 1 style, boar armor will look like level 1, and not fit right on females)
Hi! I recently downloaded the mod, but when I wanted to change some things in the config file, I noticed that it was never created even though other mods have it. Any idea what's goin on?
Good day Hugo. Long story short, re-installing my mods one by one, and H'sArmory is triggering an error conflicting with the June 2023 Patch. Update soon?
Hi, is there any way to get the individual IDs for FlametalGreatMace, FlametalAxe, FlametalMace, etc weapons. So I can use it on npc or create individual recipes for each one and modify the damage with Wackydatabase to put elemental damage to each one? Thank you very much.
Actually I had gotten this request before, and I had re-added those instances with the old ids. I'm considering writing a system that will take all "styled" items of mine and outputting them as "hidden prefabs" for NPCs and the like. So the idea would be FlametalAxeS0 < default style. Which would allow for either changing the stats, or use in RRR, or to be copied with wackys and used in RRR or custom stats.
Ohoy there, I'm having trouble understanding a setting in hdt.armory.cfg.
## When enabled (true) the lights from flametal weapons will give off the same amount as a held torch. # Setting type: Boolean # Default value: false enable_BrighterFlametalLights = false
To my understanding, this should make the flametal weapons a light source, right? Then why isn't the Flametal Zweihander lighting up? The Surtling Core weapons are!
If this setting is meant to cover all flametal weapons, then why not the sword?
If it was only meant to cover the Surtling Core weapons, then why isn't it worded as such?
In short, ¿¿¿WHY ME BIG HONKIN' FIRE SWORD NO MAKE LIGHT WHEN ME TURN LIGHTS THINGY ON???
PS: Thanks for all your work Hugo, I've loved this mod ever since it was just More Two-handers, so I couldn't stand by and say nothing when I noticed this thing!
477 comments
The upgrade costs from moreupgrades get out of control past level 4 since they are based on the item craft amounts and the item recipes cannot be altered
I added it way back when someone that could have a seizure messaged me. I figured it flashed slow enough but it's always good to toss this setting in.
htd.armory
htd.armory_localization
[Info : BepInEx] Loading [Hugos Armory 8.3.5]
[Warning:Hugos Armory] Failed to find 'D:\Gry\SteamLibrary\steamapps\common\Valheim\BepInEx\config\htd.armory_itemdata.cfg' will create config of same name with default values.
[Warning:Hugos Armory] Failed to find 'D:\Gry\SteamLibrary\steamapps\common\Valheim\BepInEx\config\htd.armory_recipeData.cfg' will create config of same name with default values.
[Warning:Hugos Armory] Failed to find 'D:\Gry\SteamLibrary\steamapps\common\Valheim\BepInEx\config\htd.armory_armorData.cfg' will create config of same name with default values.
but no such files
I'm also thinking of removing configs in general except for the localization and local settings (disable flashing light effects, etc)
I'll be point to other mods that can alter items and such like Wackys DB, mainly my config syncing hasn't been working right for a few versions now, and I don't have time to fix it. And I'm sure Wackys can do much more than I already have exposed.
Checking the google sheet looks like it's in a mess again, and I don't have time to correct it these days. But the Compiled sheet *should* be close to workable. You can always take a copy yourself (excel or google sheets or any other spead sheet application) and do the translations for your local langauge, and export that as a .TSV (tab separated value) even if you chopped it down to 2 columns, the 1st one should always be the ItemIds "htd_iron_great_sword_desc" and then the 2nd column is headed by your language "English" (example)
Once you drop that .tsv into the BepInEx/Configs location as htd.armory_localization.tsv and in game in the options set the language to you local langauge "English" (example) Armoy should read from the file, match the picked langauge to the column that matches in the file, and then add it to Valheim's Localization word list.
Just wanted to ask if the config files work for dedicated server. I've edited a few weapon effects and it applies to my single player world but the edits don't work on a dedicated server. I've made sure that they're using the same config files but seems like it doesn't work for me.
[Error : Unity Log] MissingMethodException: void VisEquipment.EnableEquippedEffects(UnityEngine.GameObject)
Stack trace:
ValheimSkapekeysAndMore.HelperMethods.ApplyVisualEffects (VisEquipment vis) (at <886b1568487149d39e358ec01c123bf2>:0)
ValheimSkapekeysAndMore.VisEquipmentPatches.UpdateEquipmentVisualsPostfix (VisEquipment __instance) (at <886b1568487149d39e358ec01c123bf2>:0)
(wrapper dynamic-method) VisEquipment.DMD<VisEquipment::UpdateEquipmentVisuals>(VisEquipment)
VisEquipment.UpdateVisuals () (at <49d9aaa0119f4006a902669e02c0ad15>:0)
VisEquipment.Update () (at <49d9aaa0119f4006a902669e02c0ad15>:0)
I would like to inquire about this error. Is there any workaround for this error?
Also checked the game's code, and Visequipment class does have that method.
So I'll be honest, I have no idea why that error is being thrown for you, unless there is another mod conflicting with SAM or there is an error that happened higher up that broke the patching process.
EDIT:
Also this mod will work fine without SAM, just some stuff won't look as nice, or correct (weapons will be limited to 1 style, boar armor will look like level 1, and not fit right on females)
So I can use it on npc or create individual recipes for each one and modify the damage with Wackydatabase to put elemental damage to each one?
Thank you very much.
## When enabled (true) the lights from flametal weapons will give off the same amount as a held torch.
# Setting type: Boolean
# Default value: false
enable_BrighterFlametalLights = false
To my understanding, this should make the flametal weapons a light source, right?
Then why isn't the Flametal Zweihander lighting up? The Surtling Core weapons are!
If this setting is meant to cover all flametal weapons, then why not the sword?
If it was only meant to cover the Surtling Core weapons, then why isn't it worded as such?
In short, ¿¿¿WHY ME BIG HONKIN' FIRE SWORD NO MAKE LIGHT WHEN ME TURN LIGHTS THINGY ON???
PS: Thanks for all your work Hugo, I've loved this mod ever since it was just More Two-handers, so I couldn't stand by and say nothing when I noticed this thing!
Hope to hear from you soon.