Hello, when I launch this mod, there is a warning here:‘’ [Warning: Unity Log] DefendYourBase: Creature mapping file is missing. Using vanilla assignment. ”I don't know how to solve it.
There should be two files in the same folder as DefendYourBase.dll: CreatureBiomeMap.txt and CreattureBiomeMap_basetline.txt. The latter is the default settings in case you ever make changes to the first, and later want to change back to the default. If the files are not there, you may need to re-install. If they are already there, let me know.
In any case, if you're not customizing that file, the "vanilla assignment" is the same as the unmodified file, and you can ignore that message if you choose.
THANK YOU AUTHOR FOR MAKING THIS MOD. AMAZING MOD DAMNNNN.
What's amazing is that the stat modifiers like "Poisoned" "Chaos" "Lightning-infused" etc etc from EpicLoot carries over. Needed to restart my game tho
What am I doing wrong? Anything I summon patrol around, but when enemy approach it just start running around like idiot doing nothing. For example draugr lvl 2 was killed by two greylings lvl 0. Wtf?
I've noticed that with Drauger. I've been meaning to look into that for a while. It seems like their "AI" reaction for other creatures once 'tamed' is less aggressive than 'wild'. It's not just Drauger; some other creatures too, while others like the Seekers make excellent guards. I'll see if I can spot anything to tune their actions.
Oh so I am not doing anything wrong, its just stupid game coding? Uff:D Ok, thanks! Do you have any recommendations who to use as best guards please? At least one from every biome?
It's pretty much trial and error. I don't have a list of 'good' or 'bad' guardians. How well any monster can see an enemy depends on where their eyes are located related to the target. A troll's height for instance helps spot targets over walls, but trolls will destroy your base. Dragons are good at spotting for the same reason, with a substantial coverage, but are vulnerable to projectiles. Draugr have poor detection, while Skeletons are better, as is evidenced walking around the swamp.
Your best guards tend to be created from starred creature's trophies (naturally). As far as 'toughness' goes, my best advice is to see how you kill them in the 'wild' (or look on the Wiki), and evaluate their resistances against the type of damage they're likely to encounter in any particular biome.
Guardians already don't "flee". What I am working on is overriding that crazy running around after they battle (which could be away from another enemy), and return them to a 'ready' state quickly, and immediately seek out any other targets. That should improve their 'guardian nature', but we'll see.
Thanks for answer;) I actually summoned guardian and first enemy it encounter killed it because it immediately run around and didnt fight. Second guardian was same, third was same, fourth killed something, then died, all 1 star except one draugr with 2 stars which got killed by greling;D Btw I am playing on very hard if it makes any difference in their behavior. Also tried troll, got surtling invasion and troll killed one surtling after about 20 seconds cluelesly wandering around being shot, then he continued wandering ignoring they shoot at him. Its very strange.
I just posted a beta of 0.2.5 on Discord in #mod-beta-releases that makes guardians a bit more alert, and removes all that aimless running around, if you're able to test it out.
Sorry for late reply, didnt have time to play. I am checking the discord channel but dont see the beta release you mentioned, last one in that channel is MaxAxe from 24th August...
No, nothing else besides your mod which should affect tamed mobs. That draugr killed one greyling first, but then started running around like mad and that neck after him:D
I just posted 2 clips here: Draugr Guard clips that demonstrates the 'no run' behavior, with a 2 star Draugr killing two Greydwarfs and 2 necks with quick recovery and focused targeting. Obviously something strange is happening in your environment. I posted the actual release yesterday. Would you please confirm you're running 0.2.5?
Ehm, I downloaded the test version, unpacked it and deleted it... forgot one small, unimportant part:D It seems to work much better now, thanks for update:D
way to many bugs in this mod, creatures literally vanishing, creatures not attacking hostiles, creatures wondering out of the radius. On top of that cant move the creatures with out destroying the totem them selfs. And no we dont get the trophy back when this happens.
Sounds like you're having a conflict with another mod.
I'd be happy to help diagnose this. If you can, please post your log file in #mod-help on Discord: https://tinyurl.com/NeoboticsOnDiscord. You can also send it to me on Nexus in a DM.
Also - If you use R2Modman, you can export your profile as a code, and then I can set up an environment that looks like yours. Send me the code if you can.
That's great! Thanks for the recognition. Yes if you put a guard in your base you may be in for some repair work. Careful placement of multiple wards on your base perimeter, however, can provide protection without too much collateral damage.
Just thought I'd let you know that your observations on the potential for 'abuse' in Defend Your Base led to a more multiplayer compatible version with configurable base and biome restrictions. I also just added an ability to use trophy drops from 'starred' creatures to summon guardians of the same level. Thanks again for having taken the time to include my mod.
While I'm working on that, which is actually a bit more involved than you might think, I'm posting a new release where if you get a trophy drop from a starred creature, it can summon a guardian of the same level.
while checking the discords i noticed alot of really interesting mods and it seems they share the same author. This one here sounds super fun gonna check em out one by one. Thx for the great work!
Although the mod works (i.e. you can spawn a guardian, e.g. a troll), the dedicated server's console is flooded with this message:
01/10/2024 15:18:24: Console: [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: neobotics.ValheimMods.DefendYourBase+BaseAI_IsEnemy_Patch.BaseAI_IsEnemy_Postfix (BaseAI __instance, Character a, Character b, System.Boolean& __result) (at <865971fc455c42968d64746bfcc0824b>:0) (wrapper dynamic-method) BaseAI.DMD<BaseAI::IsEnemy>(Character,Character) BaseAI.FindEnemy () (at <a9028810fc2d428f8395f8fa0799143e>:0) OdinsHares.Functions.AlertedFixed.FixedUpdate () (at <6472bcab8fcc4642bcbfed76c303e546>:0) NullReferenceException: Object reference not set to an instance of an object at neobotics.ValheimMods.DefendYourBase+BaseAI_IsEnemy_Patch.BaseAI_IsEnemy_Postfix (BaseAI __instance, Character a, Character b, System.Boolean& __result) [0x0002d] in <865971fc455c42968d64746bfcc0824b>:0 at (wrapper dynamic-method) BaseAI.DMD<BaseAI::IsEnemy>(Character,Character) at BaseAI.FindEnemy () [0x0001d] in <a9028810fc2d428f8395f8fa0799143e>:0 at OdinsHares.Functions.AlertedFixed.FixedUpdate () [0x00000] in <6472bcab8fcc4642bcbfed76c303e546>:001/10/2024 15:18:24: Console: [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: neobotics.ValheimMods.DefendYourBase+BaseAI_IsEnemy_Patch.BaseAI_IsEnemy_Postfix (BaseAI __instance, Character a, Character b, System.Boolean& __result) (at <865971fc455c42968d64746bfcc0824b>:0) (wrapper dynamic-method) BaseAI.DMD<BaseAI::IsEnemy>(Character,Character) BaseAI.FindEnemy () (at <a9028810fc2d428f8395f8fa0799143e>:0) OdinsHares.Functions.AlertedFixed.FixedUpdate () (at <6472bcab8fcc4642bcbfed76c303e546>:0) NullReferenceException: Object reference not set to an instance of an object at neobotics.ValheimMods.DefendYourBase+BaseAI_IsEnemy_Patch.BaseAI_IsEnemy_Postfix (BaseAI __instance, Character a, Character b, System.Boolean& __result) [0x0002d] in <865971fc455c42968d64746bfcc0824b>:0 at (wrapper dynamic-method) BaseAI.DMD<BaseAI::IsEnemy>(Character,Character) at BaseAI.FindEnemy () [0x0001d] in <a9028810fc2d428f8395f8fa0799143e>:0 at OdinsHares.Functions.AlertedFixed.FixedUpdate () [0x00000] in <6472bcab8fcc4642bcbfed76c303e546>:0
Seems like an issue with OdinsHares, but why would there be an issue with that mod?
As you've noted it's probably a conflict with OdinsHares. There's no telling what the impact might be when two or more mods patch the same method. Usually someone exits their patch in a state that's not typically found in normal gameplay. I try to not assume anything (i.e. anticipate and check for the unexpected null) but I probably missed that check in this case. I'll look into it this week.
This issue occurs with some other custom creatures as well. I think I have a fix. If you'd be willing to test, there's an update on Discord on my server in #mod-beta-releases: https://discord.com/channels/1103668318528876564/1103686770522071134/1200267101252886578. Please let me know if this solves the issue so I can publish.
48 comments
In any case, if you're not customizing that file, the "vanilla assignment" is the same as the unmodified file, and you can ignore that message if you choose.
What's amazing is that the stat modifiers like "Poisoned" "Chaos" "Lightning-infused" etc etc from EpicLoot carries over. Needed to restart my game tho
100/10 Mod
Your best guards tend to be created from starred creature's trophies (naturally). As far as 'toughness' goes, my best advice is to see how you kill them in the 'wild' (or look on the Wiki), and evaluate their resistances against the type of damage they're likely to encounter in any particular biome.
Guardians already don't "flee". What I am working on is overriding that crazy running around after they battle (which could be away from another enemy), and return them to a 'ready' state quickly, and immediately seek out any other targets. That should improve their 'guardian nature', but we'll see.
Thx!
On top of that cant move the creatures with out destroying the totem them selfs. And no we dont get the trophy back when this happens.
I'd be happy to help diagnose this. If you can, please post your log file in #mod-help on Discord: https://tinyurl.com/NeoboticsOnDiscord. You can also send it to me on Nexus in a DM.
Also - If you use R2Modman, you can export your profile as a code, and then I can set up an environment that looks like yours. Send me the code if you can.
Best to you, and thank you for sharing your work!
(nevermind i used the butchers knife)
01/10/2024 15:18:24: Console: [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
neobotics.ValheimMods.DefendYourBase+BaseAI_IsEnemy_Patch.BaseAI_IsEnemy_Postfix (BaseAI __instance, Character a, Character b, System.Boolean& __result) (at <865971fc455c42968d64746bfcc0824b>:0)
(wrapper dynamic-method) BaseAI.DMD<BaseAI::IsEnemy>(Character,Character)
BaseAI.FindEnemy () (at <a9028810fc2d428f8395f8fa0799143e>:0)
OdinsHares.Functions.AlertedFixed.FixedUpdate () (at <6472bcab8fcc4642bcbfed76c303e546>:0)
NullReferenceException: Object reference not set to an instance of an object
at neobotics.ValheimMods.DefendYourBase+BaseAI_IsEnemy_Patch.BaseAI_IsEnemy_Postfix (BaseAI __instance, Character a, Character b, System.Boolean& __result) [0x0002d] in <865971fc455c42968d64746bfcc0824b>:0
at (wrapper dynamic-method) BaseAI.DMD<BaseAI::IsEnemy>(Character,Character)
at BaseAI.FindEnemy () [0x0001d] in <a9028810fc2d428f8395f8fa0799143e>:0
at OdinsHares.Functions.AlertedFixed.FixedUpdate () [0x00000] in <6472bcab8fcc4642bcbfed76c303e546>:001/10/2024 15:18:24: Console: [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
neobotics.ValheimMods.DefendYourBase+BaseAI_IsEnemy_Patch.BaseAI_IsEnemy_Postfix (BaseAI __instance, Character a, Character b, System.Boolean& __result) (at <865971fc455c42968d64746bfcc0824b>:0)
(wrapper dynamic-method) BaseAI.DMD<BaseAI::IsEnemy>(Character,Character)
BaseAI.FindEnemy () (at <a9028810fc2d428f8395f8fa0799143e>:0)
OdinsHares.Functions.AlertedFixed.FixedUpdate () (at <6472bcab8fcc4642bcbfed76c303e546>:0)
NullReferenceException: Object reference not set to an instance of an object
at neobotics.ValheimMods.DefendYourBase+BaseAI_IsEnemy_Patch.BaseAI_IsEnemy_Postfix (BaseAI __instance, Character a, Character b, System.Boolean& __result) [0x0002d] in <865971fc455c42968d64746bfcc0824b>:0
at (wrapper dynamic-method) BaseAI.DMD<BaseAI::IsEnemy>(Character,Character)
at BaseAI.FindEnemy () [0x0001d] in <a9028810fc2d428f8395f8fa0799143e>:0
at OdinsHares.Functions.AlertedFixed.FixedUpdate () [0x00000] in <6472bcab8fcc4642bcbfed76c303e546>:0
Seems like an issue with OdinsHares, but why would there be an issue with that mod?