For anyone who couldn't get this to work on current Valheim 4-8-24: I found a version on Thunderstore by Tyrenheim that was updated 8-23-2023. I installed it normally without Thunderstore app and it worked.
I'm not the mod author, nor am I the person involved with reloaded, but I took a look at the source, GitHub - M3TO/GizmoReloaded, and was able to determine that the transpiler code needs to change in order for Gizmo to do its thing.
The new code should look like this: //if (codes[i].opcode == OpCodes.Callvirt && if (codes[i].opcode == OpCodes.Stfld && codes[i + 1].opcode == OpCodes.Ldc_R4 && codes[i + 2].opcode == OpCodes.Ldc_R4 && codes[i + 3].opcode == OpCodes.Ldarg_0 && codes[i + 4].opcode == OpCodes.Ldfld && codes[i + 5].opcode == OpCodes.Conv_R4 && codes[i + 6].opcode == OpCodes.Mul && codes[i + 7].opcode == OpCodes.Ldc_R4 && codes[i + 8].opcode == OpCodes.Call ) I compiled a temporary fix which can be found here?. This has changed because the IL code for UpdatePlacementGhost has altered and so the matching IL opcodes that the transpiler patch used to find and apply the patch could no longer be found. I have done INCREDIBLY limited testing on this, but was thrilled that it worked as this is one of the best mods out there for rotating building pieces (only?).
It looks like this fixes the axis rotation but not the extra/finer points of rotation. It is using the vanilla rotation count of 16 rather than the 32 Gizmo used by default. Looks like this is probably configurable as well. Super appreciate you taking the time to look into this. Total Valheim show stopper for me and my friends, among others from the look of it.
EDIT: I'm dumb, forgot these simple steps: - Go to next Snap Divisions with NumpadPlus (by default) - Go to previous Snap Divisions with NumpadMinus (by default)
Everything i build with this mod active gets connected to the first piece i placed and even if it has connection to other pieces or the ground if u destroy the first piece everything else gets destroyed too as if the pieces combine into one big piece. For example I place a wallpiece and place one next to it deconstruct the first second one is also destroyed. But if i deactivate the mod everything i didn't deconstruct but collapsed with the mod active is back in place. is it normal with this mod? It's my first time using it since it's the only rotationmod working at the moment and sad to say without one valheim isn't worth playing anymore so pls help
News about the unofficial patch. It works wonderfully with the normal construction hammer. But all the other building tools (Odin's Hammer, Cutter Bucket, OP_Bamboo Hammer, etc.) only work with the original Gizmo.
Hey, I don't suppose you could upload it somewhere else like google drive? OneDrive isn't working at all for me. It's either giving me a blank page or saying there was an unknown error. :(
I got the fix of yours but when i press the keys they don't rotate at all , i assume i gotta hit the numpad + or - buttons to increase the rotation angles , but i can't do so since my keyboard does not have those buttons :( and i dont know how to change them..
I see the 3 colored axis wheels but I am unable to rotate the pieces on any axis. LCtrl and LAlt and numkeypad Enter keys do not seem to do anything. What am I missing? Thank you!
117 comments
https://www.nexusmods.com/valheim/mods/2596
https://www.nexusmods.com/valheim/mods/226
the fix that is.
Still cant rotate along the X or Z axis, dont know why. Do I need to activate it smh?
I'm not the mod author, nor am I the person involved with reloaded, but I took a look at the source, GitHub - M3TO/GizmoReloaded, and was able to determine that the transpiler code needs to change in order for Gizmo to do its thing.
The new code should look like this:
//if (codes[i].opcode == OpCodes.Callvirt &&
if (codes[i].opcode == OpCodes.Stfld &&
codes[i + 1].opcode == OpCodes.Ldc_R4 &&
codes[i + 2].opcode == OpCodes.Ldc_R4 &&
codes[i + 3].opcode == OpCodes.Ldarg_0 &&
codes[i + 4].opcode == OpCodes.Ldfld &&
codes[i + 5].opcode == OpCodes.Conv_R4 &&
codes[i + 6].opcode == OpCodes.Mul &&
codes[i + 7].opcode == OpCodes.Ldc_R4 &&
codes[i + 8].opcode == OpCodes.Call
)
I compiled a temporary fix which can be found here?. This has changed because the IL code for UpdatePlacementGhost has altered and so the matching IL opcodes that the transpiler patch used to find and apply the patch could no longer be found. I have done INCREDIBLY limited testing on this, but was thrilled that it worked as this is one of the best mods out there for rotating building pieces (only?).
Hopefully an official patch can come out soon.
EDIT: I'm dumb, forgot these simple steps:
- Go to next Snap Divisions with NumpadPlus (by default)
- Go to previous Snap Divisions with NumpadMinus (by default)
For example I place a wallpiece and place one next to it deconstruct the first second one is also destroyed.
But if i deactivate the mod everything i didn't deconstruct but collapsed with the mod active is back in place.
is it normal with this mod?
It's my first time using it since it's the only rotationmod working at the moment and sad to say without one valheim isn't worth playing anymore so pls help
It works wonderfully with the normal construction hammer.
But all the other building tools (Odin's Hammer, Cutter Bucket, OP_Bamboo Hammer, etc.) only work with the original Gizmo.
So it definitely needs a revision of Gizmo.
Not for the tools from additional mods.
edit: nvm, worked on a co-worker's computer.
https://valheim.thunderstore.io/package/ComfyMods/Gizmo/