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I did notice it crashed when I ran both a local and workshop copy of the mod since it conflicted w/ itself, and the part name is just NoGlimmer, so i'm wondering if that might be causing the crash.
Ty for the reports y'all.
Honestly this is how it should be, it makes for an extra reward for the risk of attempting it in the first place. Plus, you're not even guaranteed to get a body with any good skills at all, unless you wanna keep rerolling over and over again.
Changing the Name = "NoGlimmer" to this.DisplayName = "NoGlimmer" causes the mod to error out and not load. I can remove the Name = "NoGlimmer" line and the mod seems to run fine, but i'm unsure if that fixes the bug y'all are experiencing.
Lmk if that does something and i'll push the change through.
It works
Functions
You shouldnt be removeing the mod if you add it =p
Chickenlord, the only way I know to make the mod less of a pain if you suddenly remove it would be to implement it using wishes, i'll try to see how hard it is to implement. If I don't post an update in the next few days i'd recommend attaching a negative glimmer bonus to a bracelet or something and using that instead, basing the glimmer bonus on a couple of the mods in the workshop.
Looks like the objectblueprint change broke the mod a lil while back
Would it be possible to have a mod that disables psychic glimmer on other entities only?
Let me know if there's an issue and i'll look into it in about a week or so when i'm free again
MODERROR [Disable Glimmer] - You do not need to set the name of the part NoGlimmer, please remove the attempt to set it in XRL.World.Parts.NoGlimmer..ctor
I have not noticed any game issues and it runs fine. Just wondering if it was needing a slightchange. Seems ignorable
You cang et some niceties from glimmer, but usualy winds up killing you.
If for some reason it doesn't work def. let me know though!
Started testing the mod out in the beta, haven't had either the glimmer warning popup message, or anything show up in the mutations page. Haven't gotten any hunter spawns either, which is pretty much what's usually intended.
Are there any mods that could be conflicting with it?
pooling more imposters
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 48)
ERROR:Unknown part NoGlimmer!
It's weird that it's even trying to spawn em in
Won't work with Improved Mutations, or Mutated Kin.
What other mods do you have installed?
Are you using other mods (Especially Improved Mutations)?
If that's not the case, could you post the player log when it crashes // are you using Linux?
I was really confused as to why it was conflicting with multiiple physical mods per your comment, didn't make any sense / didn't show up in my end.
I guess i'll add to any scripting mod's description that it doesn't play ball with Improved Muts.
I'm going to end up testing the rest of the physical mods, but i'm 90% sure the only mod that used to conflict with this mod was improved mutations, which also conflicted with literally any other mutation scripting mod.
Could you give me a list of what mods you're running?