Hi all! I am sorry for the wait! I haver updated to Mistlands. Please let me know if you are having any issues with version 1.1.5 for mistlands and I will try and resolve them!
If you are having an issue, go through the troubleshooting steps on the main page. If you still have the issue then post what your bepinex shows for AllTameable when debug is enabled and you load into the world.
You can message me on Discord too. You can find me in the Valheim modding discord https://discord.com/invite/GUEBuCuAMz
First of all, I love this mod. Taming and breeding all the different creatures is so fun! Thank you!
I've had just a couple of issues with it. The first issue is that I had all of my mini necks and mini drakes disappear when I left for a little while. They were fully enclosed, so I know they couldn't have escaped somewhere. The unhatched eggs that I had were still there.
The second issue I've run into is a possible incompatibility with the Transport Everything mod. The two mods have been working fine together except for one instance. I tamed a 1 star neck and it completely changed color when I took it through a portal. It had been purple with green leaves but it changed to all green when I teleported it.
Overall I still love this mod and have no complaints. I just wanted to let you know about the problems in case they are something you can fix.
With the issue of the mini creatures disappearing, I thought I fixed that. Did you log out or just leave the area for a while and then come back? Also is this on a server?
The changing colour: Do you have CLLC installed? If so what level was the neck? This might be an interaction with CLLC that I have seen sometimes change colours. If not I will see if teleport everything does cause an issue.
hi, it listed decided server support. so does that mean i can just place it on my server and all players will have access or will all player need to install it client side? been trying to find instructions but nothing,.
I'm asking this 'cuz I have difficulty taming a drake lol I had her stuck in a high floor in a tower, she just don't eat haha I tried to feed her boar and wolf meat. I checked, I have AllTameable_TameList.cfg in my configs. don't know what I'm doing wrong here :/
Nevermind Trash Mod, rode Drakes finally camera is wiggling and literally you can't control the height you fly. I ended up running outa Stamina and died crashing with my drake lmao. Drake dies while running outa Stamina (crashes to the ground) and Dragon Egg is too much to pay for a trash drake. Just Don't.
I am sorry you are not happy with the way the taming and riding of the drake is. Enabling egg hatching does not disable the ability to tame drakes with food. I wish the flying was less wiggly and I have tried to fix it but the way the game implements mounting is not conducive to flying unfortunately. You can change the settings for drakes to make them able to fly longer, the default settings are meant to have drakes as the introduction to flying and then taming Modor if you actually want to fly longer distances.
Amazing mod! I am loving all of the new features you recently added!!!
Idk how difficult something like this would be to implement, but there's a few features I would absolutely love to see as part of this mod...
1: An option to require a global key for taming creatures. For example, you could set Wolves to not be tameable until Bonemass is slain. Currently I do this manually on my server, but its a bit of a bummer since the server needs to reset to allow the tamelist to update...
2: Integration with CLLC to prevent taming of animals over a certain amount of stars. Would be extra bad ass if it worked with Smoothbrain's "Ranching" skill and increased with Ranching levels. CLLC is great cause you can make there be a low chance of high star level creatures spawning, but then having a player running around with a 5 star tame is a bit crazy, lmfao
If you can easily add these that would be great! If not that's totally understandable and I wanna say thanks again for such a great mod, its a must-have for me on my servers!
All of those are great ideas! I am currently quite busy with work so don't have much time to work on alltameable which is too bad. I will add those to my list of features to add when I have time. I am glad you like it!
Hi sorry for the basic question. But how do I make the randomization of creature sizes and health disparity less? Sometimes it feels too drastic where a Draugr is 2x bigger than another one.
Hi, when I tame Eikthyr the Boss Music, Health Bar and Weather Effects come back when an enemy is nearby. Since the changelog for 1.3.3 states that the tamed version of bosses shouldn't do that I assume that this is a bug. I'm also using Epic Valheim Addiotions with the corresponding TameList
By chance were you flying (or not targetable) when you spawned the bosses that were frozen? Since they are no longer set to always be hostile (as if set to this they will never calm to be able to be fed) they need to be able to target you to "wake up" from the frozen state.
Please let me know if landing on the ground does not fix the bosses being frozen?
The boss has to be unloaded then it will no longer have the boss effects. So once it is tamed you just have to leave the area and come back and it should be fine
It seems another mod that I use messes with the targeting(Not sure which one). However I ended up accidentaly hitting the boss when tabbing back into the game and it started to behave normal again, so it's not really that big of a deal having to hit them once before. The unloading seems to do the trick. By the way is there any way to prevent eikthyr from running to enemies across half the map other then putting him in a cage, when I tell him to follow me he keeps on chasing after enemies and if I'm not mistaken there would essentialy only be the taming tool at this point in a playthrough without spawning stuff in?
To prevent eikthyr from chasing after enemies you would need to change the ranges of hearing and sight (by default they are set really high) which is a possibility for me to modify but I try to mess with the AI of creatures as little as possible so I don't know if/when I would change that.
I do not know what you mean by disable adn but to just allow for Neck and Deer to be tameable. In your config folder, find a file named AllTameable_TameList*.cfg (the * can be anything) and then inside that file only have two lines: Deer,true,1500,300,1.4,10,30,15,Raspberry:Blueberries:Carrot:Turnip:Mushroom:Cloudberry:OnionSoup:Onion,false,true,7,0.66,90,2100 Neck,true,1500,300,1.4,10,30,15SerpentMeat:FishRaw:Bread:Raspberry:Blueberries:Cloudberry:Carrot:Mushroom:MushroomYellow:MushroomBlue:Turnip,false,true,7,0.66,90,2100,egg=drake(1200:#00FF00:0.3) Remove the rest of the lines that add other creatures to be tamed
Ah. You can do that by setting false both dna color and traits in meldurson.valheim.AllTameable.cfg. They are under section [3:Custom Procreation] with: Use Color DNA = false and Use Trait DNA = false
Hello, look, this is the error that I get in BepIN when the world does not load:
[Error : Unity Log] MissingFieldException: Field not found: single .MonsterAI.m_consumeHeal Due to: Could not find field in class Stack trace: AllTameable.PetManager.Init () (at <08f009fd0fdd46cab274e249d8190ca2>:0) AllTameable.PrefabManager.PostZNS () (at <08f009fd0fdd46cab274e249d8190ca2>:0) AllTameable.Plugin+ZNetScene_Awake_Patch.Postfix (ZNetScene __instance) (at <08f009fd0fdd46cab274e249d8190ca2>:0) (wrapper dynamic-method) ZNetScene.DMD<ZNetScene::Awake>(ZNetScene)
443 comments
If you are having an issue, go through the troubleshooting steps on the main page. If you still have the issue then post what your bepinex shows for AllTameable when debug is enabled and you load into the world.
You can message me on Discord too. You can find me in the Valheim modding discord https://discord.com/invite/GUEBuCuAMz
[Error : BepInEx] Could not load [AllTameable-Overhaul 1.3.8] because it has missing dependencies: com.jotunn.jotunn
I have jotunn installed and this is still occuring
I've had just a couple of issues with it. The first issue is that I had all of my mini necks and mini drakes disappear when I left for a little while. They were fully enclosed, so I know they couldn't have escaped somewhere. The unhatched eggs that I had were still there.
The second issue I've run into is a possible incompatibility with the Transport Everything mod. The two mods have been working fine together except for one instance. I tamed a 1 star neck and it completely changed color when I took it through a portal. It had been purple with green leaves but it changed to all green when I teleported it.
Overall I still love this mod and have no complaints. I just wanted to let you know about the problems in case they are something you can fix.
The changing colour: Do you have CLLC installed? If so what level was the neck? This might be an interaction with CLLC that I have seen sometimes change colours. If not I will see if teleport everything does cause an issue.
I didn't have CLLC installed for the changing color problem. The neck was 1 star.
Cool Mod!
will enabling "egg hatching" Boolean (setting the value to true) stop drakes from being tamed normally with meat?
I had her stuck in a high floor in a tower, she just don't eat haha
I tried to feed her boar and wolf meat.
I checked, I have AllTameable_TameList.cfg in my configs.
don't know what I'm doing wrong here :/
Trash Mod, rode Drakes finally camera is wiggling and literally you can't control the height you fly.
I ended up running outa Stamina and died crashing with my drake lmao.
Drake dies while running outa Stamina (crashes to the ground) and Dragon Egg is too much to pay for a trash drake.
Just Don't.
Idk how difficult something like this would be to implement, but there's a few features I would absolutely love to see as part of this mod...
1: An option to require a global key for taming creatures. For example, you could set Wolves to not be tameable until Bonemass is slain. Currently I do this manually on my server, but its a bit of a bummer since the server needs to reset to allow the tamelist to update...
2: Integration with CLLC to prevent taming of animals over a certain amount of stars. Would be extra bad ass if it worked with Smoothbrain's "Ranching" skill and increased with Ranching levels. CLLC is great cause you can make there be a low chance of high star level creatures spawning, but then having a player running around with a 5 star tame is a bit crazy, lmfao
If you can easily add these that would be great!
If not that's totally understandable and I wanna say thanks again for such a great mod, its a must-have for me on my servers!
Please let me know if landing on the ground does not fix the bosses being frozen?
In regards to the taming tool, there are 9 items that you can craft around taming. You can find them by scrolling down on the Thuderstore mod page
https://valheim.thunderstore.io/package/Meldurson/AllTameableTamingOverhaul/
Thanks in advance and have a great day.
In your config folder, find a file named AllTameable_TameList*.cfg (the * can be anything) and then inside that file only have two lines:
Deer,true,1500,300,1.4,10,30,15,Raspberry:Blueberries:Carrot:Turnip:Mushroom:Cloudberry:OnionSoup:Onion,false,true,7,0.66,90,2100
Neck,true,1500,300,1.4,10,30,15SerpentMeat:FishRaw:Bread:Raspberry:Blueberries:Cloudberry:Carrot:Mushroom:MushroomYellow:MushroomBlue:Turnip,false,true,7,0.66,90,2100,egg=drake(1200:#00FF00:0.3)
Remove the rest of the lines that add other creatures to be tamed
Use Color DNA = false
and
Use Trait DNA = false
[Error : Unity Log] MissingFieldException: Field not found: single .MonsterAI.m_consumeHeal Due to: Could not find field in class
Stack trace:
AllTameable.PetManager.Init () (at <08f009fd0fdd46cab274e249d8190ca2>:0)
AllTameable.PrefabManager.PostZNS () (at <08f009fd0fdd46cab274e249d8190ca2>:0)
AllTameable.Plugin+ZNetScene_Awake_Patch.Postfix (ZNetScene __instance) (at <08f009fd0fdd46cab274e249d8190ca2>:0)
(wrapper dynamic-method) ZNetScene.DMD<ZNetScene::Awake>(ZNetScene)
any solution?