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Atravotum

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atravotum

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21 comments

  1. JermanSlayer
    JermanSlayer
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    Love the staves!

    Can you please post the enemyIDs here so that we can add the elementals to the LevelingSystem mod so they give XP?
  2. SwiftTheLegend
    SwiftTheLegend
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    This does not seem to be working correctly in multiplayer, When my friend attempts to summon a creature it plays the animation, he sees a frame of the wolf spawn in then it vanishes and doesn't spawn (I don't even see the brief moment it spawns) then the same for staffs it plays animation and he sees the projectile spawn then nothing. He's been using it in his solo world and it works fine there so it shouldn't be our mod list cuz its the same one.
  3. asrandor
    asrandor
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    Hi,

    I continue to have the process filter problem! Apparently this is something that can be changed in the dll. Do you really have to use the filter for valheim.exe. With that specification, the mod doesn't seem to work on a dedicated server.

    Thank you !
  4. daniello991
    daniello991
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    So on my 100th day now with few buddies, The mod runs Almost perfectly... However there are few things id like to point out.

    1. The Elementals Seem to spawn Underwater (mostly a nitpick) it allows them to almost safely attack ships, if you don't keep an eye on ur ships :O , it gets very bothersome sometimes tryin to just kill them deep underwater when they freely sit under ur ship and attack it without repercussions ;/

    2. Summon Staffs simply don't work as intended, Sure , they do spawn intended stuff BUT that's all they do as in , the summons from the "staffs" don't actually do anything at all, they just stand there and look pretty (or ugly depending what u summon) My friends can't see them, they don't attack or more OR even take aggro from mobs.
    Rn they are fully pointless :)

    I have not yet Tested the Staffs with casting but i can imagine they work just fine :) As they only fire projectiles ^^ 
    Altho a cool idea for the staffs would be to make each one of em , cast different spell alltogether, rather than just simple projectiles (you could leave that for the low tier staffs) have the higher tiered staffs do something more, like novas, call down meteors , cause blizzards , lighting storms so on so forth ! :)
    It would add much needed flavor to the mod ^.^
  5. asrandor
    asrandor
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    Hi,

    Does this work on a dedicated server? If so, how to make it work? I tried putting the .dll in the Bepinex folder but when I launch my server, I get this warning "Skipping [ElementalWeapons 1.3.0] because of process filters (valheim.exe)" (using Thunderstorm version).

    Thanks in advance!
  6. SilmarPC
    SilmarPC
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    I can see that this is incompatible with Expand World from what you say in your description. Might it be possible to use something like Spawn That to get the mobs to spawn after Expand World and this Mod have loaded? I am successfully getting Spawn That to spawn mobs in a Expand World modified world after I have disabled them in their respective Mods. Just wondering if that would work here, even if the spawners in the Mod itself are no longer working.

    Note that using Spawn That disables Expand World's own spawners. There is a warning to this effect in the log file on load up. I think that is to allow Spawn That to work properly though rather than a bug. 
  7. SmokeyMaxamus
    SmokeyMaxamus
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    When playing with the RGB settings it seems the elementals base color is kind of orange so if you try to use lighter colors they just are orange skinned with a slight tint of your colors flames, if you can even see it.
    They also spawn underwater, like 20-30 feet down, and do not take damage like the Surtlings do.
    I think people can altar the spawns with mods like spawnthat.
    The whitelist was a godsend, tyvm for the mod improvements =).
  8. lucas15072002
    lucas15072002
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    Is it compatible with Valheim plus?
    1. SmokeyMaxamus
      SmokeyMaxamus
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      It is but I would recommend using some other then V+.
      There are things like OdinQOL and other qol bundles that are way more compatible with other mods.
      Might have to go find them on Thunderstore, this mod scene is very fragmented it seems.
  9. daniello991
    daniello991
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    So, got a question, how do i craft the staffs?
    1. SmokeyMaxamus
      SmokeyMaxamus
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      You need to touch wood and cores and the drops from the spawning elementals for the first staff iirc.
      As you find and touch more materials the other staves unlock.
      Ancient Bark, crystal, fine wood, eventually its like the normal mistlands staff with yogg/eitr/elemental drops.
      Look up how to run debugmode in a single player world.
      with the no build costs enabled you can just open your inv and scroll down to find them and the mats needed.
    2. atravotum
      atravotum
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      Smokey is correct, you just need to get the materials. Wood, Cores and any elemental wisp for the first one.
  10. SmokeyMaxamus
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    Could really use a way to disable either all the other weapons or maybe (like you did with the staves) certain weapon types and/or stuff from specific mods (if that is possible).
    Its a really fun mod to play around with, definitely needed to turn the spawn rates...
    1. atravotum
      atravotum
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      Thank you for the feedback. I'll add a setting to disable the elemental weapons like the staves and I have an internal list of keywords to look for to indicate skipping an item, I can make that list available but it's rather long atm.

      Also did you turn the spawn rates up or down?
    2. SmokeyMaxamus
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      oh sorry, I had to turn them down having like 20+ different 1-2 star elementals (and higher stars? didnt know you could do that it just shows no stars but they drop more loot and maybe have more health? I donno), was getting a little out of hand for me and my starting little wooden club in the meadows.
      I played around with it a little to try and set it to something I would want, If I knew what values the other mobs were set I would just them to spawn like the greylings during the day and him all his friends at night.
      The massive amount of items in the menus caused it to lag for me every time I moved an item.
      However this was with debugmode on so I could see every item in the game at the time.
      This mod adding 5X to all the weapons even modded ones from all the benches at once put a little stress on it.
      More config options is definitely needed in my opinion, but yeah I can see how it would be a lot of work.
      Maybe you could write it to let people add the keywords themselves?
      Having the mod be modular in nature would be fantastic.
    3. atravotum
      atravotum
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      Roger that I'll play with the spawns and tune them down, I'll also take meadows off as as default biome. People can add it back, but by default they won't spawn there.

      The keyword list is exactly what I'm using now so I can just make that available for config which filters items with those keywords in their item codes out from being duplicated. I may also turn off spirit element by default since it doesn't do anything, users an turn it back on if they want but that will cut out some clutter for sure.
    4. SmokeyMaxamus
      SmokeyMaxamus
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      If you made it opt INTO being..."elementalized" via keyword or per item using the internal ID's system could also work.
      I'm always a fan of more customization, I'm unsure how hard that is to code though.
      It seems fairly automated as is.
    5. atravotum
      atravotum
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      I have added the ability for both a whitelist and blacklist in the configuration now. I forgot to tweak spawn rates though, I will get that with the next update.