I cannot reproduce any error. Playing with just this mod and skill injector on the latest. Old world, new world. Can craft items, enemies drop items, trees drop items, can pick up items. What exactly do you mean by "items are not created". What (if any) error message do you get in the log? Are you sure this is not related to other mods you are using?
What do you mean? It works without Skill injector or what??? Since I quite sure that Skill injector is broken. When I add skill skill injector all skills go crazy and show random numbers.
Yes, it is still working. The mod itself is certainly up to date and while the dependency hasn't been updated for ages, it still works with the latest version. Also, there hasn't ever been a patch where any of my mods would have ruined a game. Worst that has happened so far, was that after an update you couldn't load the game until I updated it or you disabled it. If you do the latter case because you cannot wait after a new patch, you would lose progress in the skill of this mod even if you later enabled it again. But even then, as long as you remember where you left, you could regain this progress by playing a bit with the config file.
Even if something should break, the game has backup saves.
I should have been more specific with the question. What I meant was: will it start me at zero if I add it mid-playthrough or will it calculate the Vitality properly up to that point?
It will start you at zero. You can increase " [SkillGain]
## Multiplier determining how fast skill is gained. Higher values increase skill gain. # Setting type: Single # Default value: 1 GeneralMultiplier = 1 " though to catch up.
Valheim creates Backups of your Character and Worlds. Restore one of those. I will of course make sure to update the mod to the Ashlands Update as soon as I can.
Yeah. Totally. Just give me some time to actually get into the Mistland myself to get a feeling for realistic values. Started playing again recently and on my way there.
Awesome, thanks so much :-) would be fun to see what you can think of later It's a really great mod also, I've been recommending it to all the people I know who play Valheim
I 'm getting this error on the dedicated server's console. The mod is not working. Any idea what could be causing this?
NullReferenceException: Object reference not set to an instance of an object at VitalityRewrite.VitalityRewrite+Destroy_Little_Things.Prefix (Destructible __instance, HitData hit) [0x00000] in <508a7d5919cb4d1aa1e28a50d59ac4ee>:0 at (wrapper dynamic-method) Destructible.DMD<Destructible::Damage>(Destructible,HitData) at Plant.Destroy () [0x00020] in <a9028810fc2d428f8395f8fa0799143e>:0 at (wrapper dynamic-method) Plant.DMD<Plant::Grow>(Plant) at Plant.SUpdate () [0x00112] in <a9028810fc2d428f8395f8fa0799143e>:0 at SlowUpdater+<UpdateLoop>d__1.MoveNext () [0x0006b] in <a9028810fc2d428f8395f8fa0799143e>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <50b18efe22344b9eb3b7d77b08ea287f>:0
Have you tried only installing it on the clients? Probably not needed on the server.
Though I have an idea what I need to change to remove that error. I don't have a dedicated server setup, so I would need you to test that. Please try the new version.
I tested the new version and it works. I did not check whether it works if it is only on the client. I tried it on client and server. I imagine that it works if it is only on the client because there is no entry in the generated config file that indicates any kind of server sync.
Ideally, you want something like this mod though (one that affects characters) to be set on and then enforced by the server so that clients can be synced to the server's preference all at once. i.e. change the config on the server to suit your preference, and all clients are getting their config enforced and synced. Now for example, I would have to alter the config on my bepinex, and then transfer it to my children's installations , so that we all getting the same vitality related behavior from the mod.
Other than that, the mod works very nicely, I find the default settings quite reasonable, and it has nice synergies with other mods like endurance, agility, and/or fitness.
Thank you for the mod no matter what though! It is really an all around well thought out one.
Thanks for checking again. Yeah, server sync is on my todo list. Not sure when I will find the time for it though. Especially considering that Valheim updates seem to break server sync mods every single time.
Could this be made to be compatible with epic loots double jump again. I see it has an option int he configs but while both mods are active the double jump effect doesn't work
Thanks for the report. I wasn't aware of this. And I still have no idea how exactly it broke air jump. But I moved where vitality skill is raised to a different function and now it works again.
I'm sorry it was such a drawn out fix, but it works perfectly and I very much appreciate you taking a look at it! You really do rock! Thank you bunches!
95 comments
Unfortunately the mod no longer works. Items are not created.
Stack trace:
(wrapper dynamic-method) InventoryGui.DMD<InventoryGui::DoCrafting>(InventoryGui,Player)
(wrapper dynamic-method) InventoryGui.DMD<InventoryGui::UpdateRecipe>(InventoryGui,Player,single)
(wrapper dynamic-method) InventoryGui.DMD<InventoryGui::Update>(InventoryGui)
This is the error I see in the logs. Everything in the mod works, but items are not created and do not get into the inventory.
Edit: Nvm I was wrong it works
Even if something should break, the game has backup saves.
"
[SkillGain]
## Multiplier determining how fast skill is gained. Higher values increase skill gain.
# Setting type: Single
# Default value: 1
GeneralMultiplier = 1
"
though to catch up.
Thanks for an awesome mod also <3
It's a really great mod also, I've been recommending it to all the people I know who play Valheim
The mod is not working.
Any idea what could be causing this?
NullReferenceException: Object reference not set to an instance of an object
at VitalityRewrite.VitalityRewrite+Destroy_Little_Things.Prefix (Destructible __instance, HitData hit) [0x00000] in <508a7d5919cb4d1aa1e28a50d59ac4ee>:0
at (wrapper dynamic-method) Destructible.DMD<Destructible::Damage>(Destructible,HitData)
at Plant.Destroy () [0x00020] in <a9028810fc2d428f8395f8fa0799143e>:0
at (wrapper dynamic-method) Plant.DMD<Plant::Grow>(Plant)
at Plant.SUpdate () [0x00112] in <a9028810fc2d428f8395f8fa0799143e>:0
at SlowUpdater+<UpdateLoop>d__1.MoveNext () [0x0006b] in <a9028810fc2d428f8395f8fa0799143e>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <50b18efe22344b9eb3b7d77b08ea287f>:0
Though I have an idea what I need to change to remove that error. I don't have a dedicated server setup, so I would need you to test that. Please try the new version.
I imagine that it works if it is only on the client because there is no entry in the generated config file that indicates any kind of server sync.
Ideally, you want something like this mod though (one that affects characters) to be set on and then enforced by the server so that clients can be synced to the server's preference all at once.
i.e. change the config on the server to suit your preference, and all clients are getting their config enforced and synced. Now for example, I would have to alter the config on my bepinex, and then transfer it to my children's installations , so that we all getting the same vitality related behavior from the mod.
Other than that, the mod works very nicely, I find the default settings quite reasonable, and it has nice synergies with other mods like endurance, agility, and/or fitness.
Thank you for the mod no matter what though! It is really an all around well thought out one.
that Valheim updates seem to break server sync mods every single time.