Hey there, this mod (or possibly your Hugo's Armoury mod) seem to have busted in the latest version of Valheim. When I disable this and dependent mods, I don't get a crash anymore. When I enable it, I get a server startup crash (only on the server) in UnityEngine.Texture2D.SetPixelImpl_Injected. Hope you can iron it out (ho ho ho!)
This has nothing to do with the mod. This means you need to update your BepInEx for the current game version. Currently, that is maintained on Thunderstore https://valheim.thunderstore.io/package/denikson/BepInExPack_Valheim/
Update that and make sure you're on the latest version of Valheim and you should be fine.
Thanks for this. Clipping is a real pet peeve of mine.
This is probably dumb suggestion since shields don't seem to have collision. But would it be possible to alter shields in a similar way? Like when a shield on your back clips into the cape, especially when sprinting.
might be a bit tricky to do, I could maybe make it an experimental config setting to enable a shield (on back) collider. Cloth Components in Unity (that Capes, Banners, and such use) only accept capsules and sphere colliders, so I'd have to play around with stuff to see if I can get that to work or not. But I can put it on the list.
I have some backend stuff to review, altho it's fairly performance functioning already.
And also create sets for female models, as I noticed the hips are wider, and obviously there is a bust.
Awesome! A mod I was always waiting for. Finally I can use other cloaks besides the deer cloak, so I don't have to bother about feet clipping anymore. Unfortunately at the moment it seems to have a drawback.
For example when sprinting with the Lox cloak, the left shoulder/arm seems so expand the cloak in a weird way. Don't know if this is an unkown bug, or just a known engine limitation.
Yeah it's due to the size of the colliders on it, I'm adjusting them more to hopefully avoid really crazy things like that. It's a mix of making sure it interacts with cloth physics items correctly, but not too aggressively (IE your sprinting example) but also doesn't let them sit too close that they clip into what you're wearing (or how much clipping is acceptable clipping)
I wish I made that armor haha, No it's an upcoming armor set by GoldenJude for their mod Judes Equipment which I was just using a test version for those screenshots. Mainly because they had cloth physics on the armor and that was what I needed to test some of the new colliders.
I am Creating something for Armory, still a WIP but it's a set of early armor (with a set bonus) ?still working on the model.
Which mods are you using? I've just installed quite a few to see if i can reproduce, but no luck so far.
I'll keep running with what I got. It could be an issue with NPCs perhaps? Those stack traces are for sure from my mod. I'll add some more checks to stuff but I'm not sure what the root cause is yet just from looking at your report
EDIT: Looks like i can trigger this on death. It seems the player's Ragdoll is the culprit. I'll have the update out soon. I know it doesn't break the game, but it's def annoying seeing that red in the console.
I had this error when I spawned the NPC and did not die myself. If the list of mods is still needed, then I can throw it off - although it's not the mods themselves that affect it more, but the configs of mobs (changes in their abilities and all that). Now I will download the new version and if there is another error, I will inform you
Love this! Is it possible to make a feature request. I would love to see the cape interact with the boats, The cape falling through the bottom of the karve has always been a long-standing pet peeve of mine.
Could be something that could be hacked together, the difficult thing is that Unity's Cloth physics need to target specific colliders (strange that they don't have something similar to their Particle System collider system)
So would have to make a hook/patch on when a player interacts with a ship, generate some colliders for the ship, and add those to the cape's targeted list so that it also interacts with those as well.
I may not have the source code repo up yet, but any one would be allowed to create a PR for that feature if they code it up
But interested in the results. I'm assuming VRM models and the likes are just models, so they all use the same armature/skeleton, and ergo the new and modified colliders will work for them, of course if a VRM model is extra thicc, or a bone-thin model there may be some oddies. Since my changes are just fixed value tweaks, and not something dynamic that can change on the fly.
Quick question; have you noticed any performance issues at all while developing this? Honestly that's all I'm concerned about, but I'm not sure how extensive the physics modifications are or if the mod changes or adds any values?
I haven't seen any issues on my end for performance. However I do have a rather powerful machine.
As for actual Physics changes there are none. This is just adding more capsule colliders, and tweaking the base 5 ones to better fit the player model better in hopes to improve all cloth based items from the game and mods.
But if you find there is a performance cost, uninstall the mod, it won't break any characters or worlds. It's purely a plug and unplug mod.
27 comments
Update that and make sure you're on the latest version of Valheim and you should be fine.
This is probably dumb suggestion since shields don't seem to have collision. But would it be possible to alter shields in a similar way? Like when a shield on your back clips into the cape, especially when sprinting.
I have some backend stuff to review, altho it's fairly performance functioning already.
And also create sets for female models, as I noticed the hips are wider, and obviously there is a bust.
For example when sprinting with the Lox cloak, the left shoulder/arm seems so expand the cloak in a weird way. Don't know if this is an unkown bug, or just a known engine limitation.
Nevertheless thanks for your beautiful mods Hugo!
Cheers
Michelinski
Where is that armour from the screenshots from?
Looking at it, it feels like it's your own creation, a future update to the armoury? I could be wrong.
If not, I'd love to know were to get it.
Thanks.
I am Creating something for Armory, still a WIP but it's a set of early armor (with a set bonus) ?still working on the model.
Either way, good to know some of what you are working on, I look forward to seeing what you come up with.
Stack trace:
MorePlayerClothColliders.ArmorColliderGenerator.GenerateColliders (VisEquipment visEquipment) (at <6f61218c9e304e1998d640946b160b83>:0)
MorePlayerClothColliders.Plugin+VisEquipment_Start_Patch.Prefix (VisEquipment __instance) (at <6f61218c9e304e1998d640946b160b83>:0)
(wrapper dynamic-method) VisEquipment.DMD<VisEquipment::Start>(VisEquipment)
[Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
MorePlayerClothColliders.Plugin+VisEquipment_AttachArmor_Patch.Prefix (VisEquipment __instance, System.Int32 itemHash, System.Collections.Generic.List`1[UnityEngine.CapsuleCollider]& __state) (at <6f61218c9e304e1998d640946b160b83>:0)
(wrapper dynamic-method) VisEquipment.DMD<VisEquipment::AttachArmor>(VisEquipment,int,int)
(wrapper dynamic-method) VisEquipment.DMD<VisEquipment::SetShoulderEquiped>(VisEquipment,int,int)
(wrapper dynamic-method) VisEquipment.DMD<VisEquipment::UpdateEquipmentVisuals>(VisEquipment)
VisEquipment.UpdateVisuals () (at <0b427da81d26480c885ae3fba0ed94c4>:0)
(wrapper dynamic-method) VisEquipment.DMD<VisEquipment::Update>(VisEquipment)
I'll keep running with what I got. It could be an issue with NPCs perhaps? Those stack traces are for sure from my mod. I'll add some more checks to stuff but I'm not sure what the root cause is yet just from looking at your report
EDIT:
Looks like i can trigger this on death. It seems the player's Ragdoll is the culprit. I'll have the update out soon. I know it doesn't break the game, but it's def annoying seeing that red in the console.
EDIT2:
3.0.1 is out and it fixes these errors
So would have to make a hook/patch on when a player interacts with a ship, generate some colliders for the ship, and add those to the cape's targeted list so that it also interacts with those as well.
I may not have the source code repo up yet, but any one would be allowed to create a PR for that feature if they code it up
But interested in the results. I'm assuming VRM models and the likes are just models, so they all use the same armature/skeleton, and ergo the new and modified colliders will work for them, of course if a VRM model is extra thicc, or a bone-thin model there may be some oddies. Since my changes are just fixed value tweaks, and not something dynamic that can change on the fly.
Quick question; have you noticed any performance issues at all while developing this? Honestly that's all I'm concerned about, but I'm not sure how extensive the physics modifications are or if the mod changes or adds any values?
As for actual Physics changes there are none. This is just adding more capsule colliders, and tweaking the base 5 ones to better fit the player model better in hopes to improve all cloth based items from the game and mods.
But if you find there is a performance cost, uninstall the mod, it won't break any characters or worlds. It's purely a plug and unplug mod.