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Salpati

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salpati

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49 comments

  1. popazzo
    popazzo
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    I manage to make them work but they spawn wich vanilla items, No runick drops or spawn but sage stuff is working on last patch.
  2. EYESOFRUDRA
    EYESOFRUDRA
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    Required mods are no longer available. 
  3. Tradius
    Tradius
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    • 0 kudos
    one of the best mods ever made.... so update it already!!!
  4. wifebeast
    wifebeast
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    Is there any way to use this mod without having to add ALL the content from the Runic pack? I like that the custom enemies having their own unique weapons, but all the extra golems, ore, crafting stations at whatnot is a bit much.
    1. Hilltigger
      Hilltigger
      • member
      • 0 kudos
      Yes. We have added these creatures using Spawn That for the spawn/biomes and using Drop That for custom drop table. One of my favorite mods. Mind you, we are unable to get it to function since Mistlands update. 
  5. jdrone411
    jdrone411
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    Am I the only one struggling with group mobs? I tested it on a new world and the bandit groups are 'manageable' (unless you got hit by their ever-lasting-poison). but these sons of the forest or whatever are unbalanced imo... they are nearly impossible to kill spamming poison and whatever and they also will destroy your house in like 3 hits if you hide.. Are you supposed to hide at night until you got like... Iron armor or something like that?
    1. jacki110779
      jacki110779
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      • 0 kudos
      day 1, during day, a guy with a 2hand axe shows up.. kills me 5 times before i finally get him down.. day 1...
    2. PaLoALo
      PaLoALo
      • supporter
      • 12 kudos
      im going to suggest going into the spawn that config file and dialing down the spawn chance to something like 3% instead of 30. basically i just deleted the last number from each of the spawns.
    3. nickalley96
      nickalley96
      • member
      • 3 kudos
      You're definitely not alone.

      Have you also noticed a huge damage reduction taken by the enemies in comparison to all other NPC enemies?

      For some reason I can only do like 5-7 damage per hit when normally I'll deal around 50-60. It's ridiculous.
  6. GRYPHONATOR
    GRYPHONATOR
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    [Error  : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
    Parameter name: index
    Stack trace:
    System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    RRRCore.Util.RandomMember[T] (System.Collections.Generic.List`1[T] l) (at <ec31b94cc29f4f838e3bf5a434138c54>:0)
    RRRCore.RRRNpcCustomization.Awake () (at <ec31b94cc29f4f838e3bf5a434138c54>:0)
    UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
    Terminal:<InitTerminal>g__spawn|5_97(String, <>c__DisplayClass5_1&)
    <>c:<InitTerminal>b__5_47(ConsoleEventArgs)
    ConsoleCommand:RunAction(ConsoleEventArgs)
    Terminal:DMD<Terminal::TryRunCommand>(Terminal, String, Boolean, Boolean)
    Terminal:DMD<Terminal::InputText>(Terminal)
    Terminal:UpdateInput()
    Terminal:Update()
    Console:Update()
    [Error  : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
    Parameter name: index
    Stack trace:
    System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
    RRRCore.Util.RandomMember[T] (System.Collections.Generic.List`1[T] l) (at <ec31b94cc29f4f838e3bf5a434138c54>:0)
    RRRCore.RRRNpcCustomization.Awake () (at <ec31b94cc29f4f838e3bf5a434138c54>:0)
    UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
    Terminal:<InitTerminal>g__spawn|5_97(String, <>c__DisplayClass5_1&)
    <>c:<InitTerminal>b__5_47(ConsoleEventArgs)
    ConsoleCommand:RunAction(ConsoleEventArgs)
    Terminal:DMD<Terminal::TryRunCommand>(Terminal, String, Boolean, Boolean)
    Terminal:DMD<Terminal::InputText>(Terminal)
    Terminal:UpdateInput()
    Terminal:Update()
    Console:Update()



    So I get this weird error when the 4 out of the 6 enemies spawn but they still drop and do everything as intended and was wondering if this is a problem i should be worried about or just an error that can be ignored
    1. Crulien
      Crulien
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      • 0 kudos
      same
    2. nickalley96
      nickalley96
      • member
      • 3 kudos
      You can ignore it.
  7. nickalley96
    nickalley96
    • member
    • 3 kudos
    The amount of damage taken by these NPC's is so drastically low, it's actually not enjoyable anymore.

    I only do like 6 damage per hit, and get killed constantly by them.

    All other enemies seem to take the normal amount of damage, but for whatever reason, my damage is reduced a huge amount.

    I checked the enemy configs and there's nothing there to suggest why they take hardly any damage.
  8. nickalley96
    nickalley96
    • member
    • 3 kudos
    So I've been experiencing a very strange damage reduction effect when fighting enemies from this pack...

    For example, if I normally deal around 50 dmg per hit with a dagger, I instead deal around 6-7 dmg when fighting the orcs, folk pillagers, etc...

    This happens with ALL weapons whether I'm using a bow, sword, dagger, magic, whatever.

    I've checked the stats in the .cfg files and am unable to spot anything out of the ordinary, and my damage values are normal when fighting other enemies both vanilla or modded-in. 

    Anyone else experiencing something similar/know wtf is going on...? It's incredibly frustrating.

    EDIT: Simply reinstalling the mod fixed the issue. I believe the initial problem was caused by installing dependencies out of order.

    EDIT: Nevermind, the problem still exists.
  9. Arcanant
    Arcanant
    • supporter
    • 2 kudos
    This is a very well made mod. IMO it would be a lot more popular if it was not depended on Runik Pack and the Sage thing. Especially the Runik Pack is immersion breaking. 
  10. TrueCr0e
    TrueCr0e
    • member
    • 0 kudos
    Can anyone help me figure this out? A majority of my mods were working just last week, started it up again this week and my game ended up autocrashing on startup and i had to reinstall everything over again. Downloaded thunderstore mod manager and reinstalled my mods, the game booted up fine but when i killed an enemy, they just kept exploding into a frenzy of blood and loot over and over.
    [Info   :   Areas.G] Calculating DropList for "Lv.1 RRRN_Pillager"
    [Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
    Stack trace:
    Areas.Patches.Patches.Ragdoll_Setup_Post (Ragdoll __instance, CharacterDrop characterDrop) (at C:/Repos/Valheim.TeklaMods/Areas/Scripts/Patches.cs:397)
    (wrapper dynamic-method) Ragdoll.DMD<Ragdoll::Setup>(Ragdoll,UnityEngine.Vector3,single,single,single,CharacterDrop)
    Character.OnDeath () (at <94f274a921864d9db4f1d2703c897047>:0)
    Character.CheckDeath () (at <94f274a921864d9db4f1d2703c897047>:0)
    Character.FixedUpdate () (at <94f274a921864d9db4f1d2703c897047>:0)
    Humanoid.FixedUpdate () (at <94f274a921864d9db4f1d2703c897047>:0)

    EDIT: I figured out what was wrong pretty quickly, even says right up there in the report, "[Info   :   Areas.G]" A mod called "Areas" was the problem.