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This line is the first mention of the Whip blueprint in question:
Workshop mods can sometimes be a bit funny about updating their files when they're updated, and I know Eule has done a few updates recently. My suggestion would be to unsubscribe from their mod (if the files are relatively accessible, too, delete them), and then subscribe to it again. That's about as much as you can do to ensure that you've got the most recent version.
I'll reach out to them on discord too, since it's in a cross-section between both our mods.
Unable to see item menu options while in merchant inventory
Unable to generate new world (May not be some this mod specifically. But certainly this or one of the modding library)
It is worth noting I have a lot of mods, so it may very well be an incompatibility
https://github.com/UnderDoug/UD_Vendor_Actions/issues/1
I think the game failing to load is a conflict based on an inheritance issue another mod has (I've commented about this on the issue you created). I might be able to fix the loading issue on my end but it won't fix the inheritance issue with the other mod.
I'll need to investigate the other issue when I get a chance.
Currently, the handler for inventory actions is added to the root most physical object that most items, objects, creatures, and semi- or potentially- alive things inherit from. Because it's an xml blueprint addition, it only counts for things created after the mod was enabled, but I can add some code that will add the part before it attempts to get any actions in the event the part is missing.
I'm midway through adding some log output that will spit out a "generated xml" of the trader's blueprint, and the item's blueprint if the returned actions list is empty, to help with diagnosing without me having to have all the same mods installed to check for myself.
I also found that the actions handler part wasn't serialising its registration of handling the vendor actions, which may or may not be contributing, but which I'll correct and see if it abates some of those cases.
Fully tested and pushed now. It'll complain about inheritance issues but won't prevent the game loading.
I've also addressed traders not having any inventory actions if the mod is added mid-save. The mod will try and attach the handling parts before trade and failing that, or failing to collect any vendor actions, will fall back to the base game's implementation with an error in the log about it.
Also it seems like vendors are gaining another set of the byte recipes every restock, jacobo and sparf have 3 each of all the byte recipes and my starting village tinkers has 6 of each.
The Tinker Recipes section doesnt seem to be restocking, more like the restock is just adding a new set of things including item mods to the stock so it just keep bloating up.
I have quite a few mods installed so conflicts may be happening i dont know. thanks for the mod!
The first one is actually a base game mechanic that I forgot to account for when I first created the bytes. I've fixed it in the "yet to be uploaded" update that I'm hoping isn't more than a couple of days away. I actually had it happen in a save of mine and made sure not to delete it before I had the opportunity to test out a fix. The chance is normally pretty low to happen.
The tinkering recipes doubling up should be fixed in the same update. I think the issue was the logic I used to "learn" recipes for NPC's wasn't always respecting the presence of a given recipe when attempting to add a new one resulting in it being added again, but I've taken steps to address this.
The tinkering recipes section won't restock. It's recipes the vendor "knows" (like, in their brain), so it'll be largely static on a per-vendor basis, except I have tinkers "learning" a bunch of the data disks they restock and that's blowing it out pretty quickly. New update will see those grow much less quickly, with a chance per restock (defaults to 35%, but I'm gonna adjust it at the blueprint level) that they consume a single data disk they would have stocked to learn it, if it's a recipe they don't know. I might even go a step further and limit this to something like 2 per tinkering skill they have, or reducing the chance down to a floor each time they learn one. I want them to feel alive and kinda dynamic. Maybe they should start to "forget" recipes when they learn a new one if they know more than a threshold (based on the number of tinkering skills they have).
RE the compatibility, I tend to raw-dog the modding process with upwards 30 mods installed at any given time, so, especially if they're relatively up to date, I'll often catch compatibility issues early enough to address them. If, after the update, you're still having these issues, I might ask for a player log and a mod list so I can investigate
Slightly unrelated, but they also have a chance (15% default) to scribe a data disk they know the recipe for when they restock, so if you know a tinker that knows a recipe you want, you can restock them until they scribe it, then buy it. You can recruit them (via the usual means of making merchants your ally), and, like with handing over their inventory, they'll do most things for free.
I've been doing some pretty intense testing of the bugs I've found, which I think covers the ones you mentioned, and across probably 30-40 game reloads and maybe 10 restocks, I haven't run into the doubled up bytes or the "two of the bit lower" for bytes issues since I first found them. Hopefully I've actually squashed them.
I'll try and fast-track the remainder of the testing/polish so I can get it uploaded quicker. There was some refactoring I wanted to do, but I think it'll have to wait.
Game will probably complain about build/load errors for old saves the first time you visit each already existing tinker after the update, but I'll do my best to make sure they're only superficial and that anything that failed to load is accounted for in another way in order to preserve the save as much as possible.