Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem










It mostly seems to happen with roof tiles, the ONLY other time I've had it happen is when i built something over the lake by asagarth(?) (nord place, whatever). At the time I assumed it was just a "building on water" issue, then it started happening randomly with any structure. It isn't a consistent issue but it does just appear randomly. The worst offending parts are the angled shallow roofs from the T1 and T3 bossonian
I've tried structures using nothing but their specific tier set of building parts, also tried mixed from other mods, result is the same either way.
Maybe I'm just not allowed to be a roofer D:
More recently I had seen cases where pieces nearby had stability = 127 which is technically not possible and represents an overflow error, which returns a '-1'.
I have not seen reports of this issue in a long time. It tended to be client specific, meaning you could stand at your base and see pieces out of place, another player standing next to you might not see it.
Are your builds 100% using my building pieces or mixed with other sets?
It may be easier to troubleshoot on my discord.
Thanks for getting back to me.
Thanks for reaching out. I do not play Soul Mask and at this time don't see myself doing so. And depending on the particular build set you are referencing, I am bound by the clause at the bottom of my mods' Description.
"This mod contains assets (art, music, code, items, systems and/or designs) that are the intellectual property of Funcom Oslo AS or their licensors"
Meaning I am legally prevented from moving these assets to another game. While I may do custom meshes or materials, I also often leverage texture files and sometimes meshes or deconstructed meshes provided within the devkit. Separating purely original art (mine) from that provided by Funcom in the devkit would certainly be more work than I would want to engage in for a game I do not play.
I've created a few mods for the game Soulmask, and recently received a request related to one of them. The mod in question seems similar to something you've made, and I was wondering if it might be possible to recreate it in Soulmask.
Would you be interested in either adapting it yourself, or possibly sharing your models so I could try implementing it? Of course, if you'd prefer not to, I completely understand.
I tried adjusting these across all my build sets at least twice, though it also can then have the consequence of items placed on existing mod floors may lose stability if the new collision height is too low. So I set mine all to same height and tried to average out against most of Funcom ;-)
I will look into the stairs. I know thralls and such will not navigate my spiral stairs. There is not enough surface at 45 degrees for the AI to calculate navigation.