READ THE DESCRIPTION!!!!!!!! READ THE DESCRIPTION!!!!!!!! READ THE DESCRIPTION!!!!!!!! READ THE DESCRIPTION!!!!!!!! READ THE DESCRIPTION!!!!!!!! READ THE DESCRIPTION!!!!!!!!
If you ask me a question answered in the description I will give you a condescending answer. I'd say "you've been warned" but if it got to that point you wouldn't have read this either so.... (Hey! A free condescending example!) (Sorry, nothing personal. Nexus users and their general ability to not read have broken me, and I don't deal well with customer service roles and people asking stupid obvious questions.)
I do everything according to the instructions with the latest versions of Fluffy, REframework and Scriptcore. I get a black screen at startup. Although everything worked on the repack. Come on, people, buy licenses.
i installed the PAK file since i could never get REF to work with the cracked version of the game but i'm still getting the "RE ENGINE - embodiment of our philosophy" error, as if i was using an REF mod do you know if there's any fix to this?
Yes. Buy the game. As I have said numerous times, I will not support pirated copies. Don't come to me with errors from them. The PAK versions are even more tied to the game version than the REF ones.
ah, didn't know that about PAK i appreciate the heads up on the sale, $70 was pretty steep, and i wanted to make sure i actually liked the game first the 2 hour refund policy isn't enough for an open world game imo
i bought the game shortly after my response, and the mod worked great but suddenly today, after loading into the game with the REF version, i am over-encumbered with 200+ weight armors, ferrystones, items, materials, and weapons all have weight again so i tried using the PAK version instead, flipping item and materials switch on, and only the materials are being affected by the mod my greed has betrayed me and i am in need of help
You're better off figuring whatever your REF load issue is because that's the only that allows mixing and matching. (But also, why would you enable the all items and then materials one. Materials are items.)
Neither of the two things you have listed will affect the mod being installed though. Removing it from the manager does not remove it from the game's files, and the enum file isn't used by mods in any active way whatsoever (and has nothing to do with this).
Hello, So I'm now having an overencumber, issue mod was working just fine the other day. When I got back on nothing on it seems to be working anymore no clue why. I do not have any shop mods on or installed. Reframework is working just fine I see the itemtweaks in the scripts I have toggled it on and off even reset the scripts. Nothing changed I also reinstalled the mod and replaced the mod files via your install instructions. Version I'm using is Item Tweaks (REF). I was using the All-in-one option when this issue happened. I have tried using the other options with no change. No I have not installed any new mods or made any changes to the game from when everything was working.
I'm using the Ref version with only a few options enabled. items for 1 gold are disabled, even in the game it is always enabled. What should I do? Edit: I noticed that even after turning off all my mods in Fluffy the value of all items is still 1 gold. So I deleted all my mod files in Fluffy, in the Fluffy backup and also deleted them from within the game files in the Steam folder, but all the items in the store still cost 1 gold. So I paid for my save and started a new one, but all my stores still cost 1 gold. I don't know what to do anymore, please help me.
Your ReFramework weight scripts need to be improved, the game does not use float for weights, the game has internal scaler to show X.XX weight values.
The only reason your scripts are working is cause the game recognizes the initial 0. If you don't believe me, set Weight to 0.01 in your script, and will game will keep showing 0.00 Weight, to correct the script set it to entry._Weight = 0
This might not be causing problems right now, but can cause problems down the road, I hope that helped somewhat and happy modding.
What are you on about? No the weight scripts don't need to be 'improved' that way. There's literally nothing wrong with the values set.
to correct the script set it to entry._Weight = 0
I think you need to correct whatever other script you have that's doing that, BECAUSE IT'S NOT FROM HERE. You're 'solution' is ALREADY HOW I DO IT.
I never once claimed they were floats, and NONE of my scripts here include decimal weights. Everything is literally already `entry._Weight = 0` which you can see if you download and extract a fresh copy.
If you don't believe me, set Weight to 0.01 in your script, and will game will keep showing 0.00 Weight, to correct the script set it to entry._Weight = 0
There's an even easier way to know, which is to actually look at the dumped structure data (like I did so I'd know the data type before I made this): `app.ItemDataParam._Weight (System.Int16)`.
I downloaded your scripts, and they all using entry._Weight = 0.00, which is unnecessary and invalid integer number.
On NoBadDecay, I would also recommend using a table, to avoid repetitive if statements, and would make it easier to add and remove ids for future reference.
Edit: This will be my last suggestion and I removed the code that could be applied on NoBadDecay, since you being so rude over my feedback when I just trying to help, further tweaks will be for my personal usage.
I downloaded your scripts, and they all using entry._Weight = 0.00 which is a float value, you need to set it as entry._Weight = 0 cause game uses integer.
No. No they don't. And they never once have. (I'm pretty sure you did that yourself when testing float values.)
Let me repeat myself: I never once claimed they were floats, and NONE of my scripts here include decimal weights. Everything is literally already `entry._Weight = 0` which you can see if you download and extract a fresh copy.
That will be my last suggestion since you being so rude over my feedback, when I just trying to help.
Your feedback is just plain wrong. It's based on incorrect facts. You keep claiming something which is just not true. Look at it from my perspective. You're claiming the values are wrong, when they aren't, and you're 'feedback', it to change it to what they currently are. And what happens when I point it out? You double down on the same incorrect claim. The REF files here have NEVER included a float weight.
And none of it matters anyways. LUA (REF specifically) will do implicit casting and just truncate floats. It won't matter even if it was 0.0 (which it isn't).
Your suggestion to use a loop is valid feedback, but also not needed. The LUA files here are generated from scripts which do loop over them (and also create the modified PAK files at the same time). The end result in LUA being loop-less doesn't matter to me.
347 comments
READ THE DESCRIPTION!!!!!!!!
READ THE DESCRIPTION!!!!!!!!
READ THE DESCRIPTION!!!!!!!!
READ THE DESCRIPTION!!!!!!!!
READ THE DESCRIPTION!!!!!!!!
If you ask me a question answered in the description I will give you a condescending answer.
I'd say "you've been warned" but if it got to that point you wouldn't have read this either so.... (Hey! A free condescending example!)
(Sorry, nothing personal. Nexus users and their general ability to
notread have broken me, and I don't deal well with customer service roles and people asking stupid obvious questions.)but i'm still getting the "RE ENGINE - embodiment of our philosophy" error, as if i was using an REF mod
do you know if there's any fix to this?
The PAK versions are even more tied to the game version than the REF ones.
EDIT: It's even 43% off on Steam right now.
i appreciate the heads up on the sale, $70 was pretty steep, and i wanted to make sure i actually liked the game first
the 2 hour refund policy isn't enough for an open world game imo
but suddenly today, after loading into the game with the REF version, i am over-encumbered with 200+ weight
armors, ferrystones, items, materials, and weapons all have weight again
so i tried using the PAK version instead, flipping item and materials switch on, and only the materials are being affected by the mod
my greed has betrayed me and i am in need of help
You're better off figuring whatever your REF load issue is because that's the only that allows mixing and matching.
(But also, why would you enable the all items and then materials one. Materials are items.)
How to remove the tweaks if accidentally activated?
Solved:Delete Zip from mod manager's mod folder, then backup and delete the "Enum" file in DD2 main folder and restart the game.
Removing it from the manager does not remove it from the game's files, and the enum file isn't used by mods in any active way whatsoever (and has nothing to do with this).
So I'm now having an overencumber, issue mod was working just fine the other day. When I got back on nothing on it seems to be working anymore no clue why. I do not have any shop mods on or installed. Reframework is working just fine I see the itemtweaks in the scripts I have toggled it on and off even reset the scripts. Nothing changed I also reinstalled the mod and replaced the mod files via your install instructions. Version I'm using is Item Tweaks (REF). I was using the All-in-one option when this issue happened. I have tried using the other options with no change. No I have not installed any new mods or made any changes to the game from when everything was working.
items for 1 gold are disabled, even in the game it is always enabled.
What should I do?
Edit: I noticed that even after turning off all my mods in Fluffy the value of all items is still 1 gold.
So I deleted all my mod files in Fluffy, in the Fluffy backup and also deleted them from within the game files in the Steam folder, but all the items in the store still cost 1 gold.
So I paid for my save and started a new one, but all my stores still cost 1 gold.
I don't know what to do anymore, please help me.
If the mod is still active, then the file is still installed in the game dir, and I don't care what any manager says.
The only reason your scripts are working is cause the game recognizes the initial 0. If you don't believe me, set Weight to 0.01 in your script, and will game will keep showing 0.00 Weight, to correct the script set it to entry._Weight = 0
This might not be causing problems right now, but can cause problems down the road, I hope that helped somewhat and happy modding.
I never once claimed they were floats, and NONE of my scripts here include decimal weights. Everything is literally already `entry._Weight = 0` which you can see if you download and extract a fresh copy.
On NoBadDecay, I would also recommend using a table, to avoid repetitive if statements, and would make it easier to add and remove ids for future reference.
Edit: This will be my last suggestion and I removed the code that could be applied on NoBadDecay, since you being so rude over my feedback when I just trying to help, further tweaks will be for my personal usage.
No. No they don't. And they never once have. (I'm pretty sure you did that yourself when testing float values.)
Let me repeat myself:
I never once claimed they were floats, and NONE of my scripts here include decimal weights. Everything is literally already `entry._Weight = 0` which you can see if you download and extract a fresh copy.
Your feedback is just plain wrong. It's based on incorrect facts. You keep claiming something which is just not true.
Look at it from my perspective. You're claiming the values are wrong, when they aren't, and you're 'feedback', it to change it to what they currently are. And what happens when I point it out? You double down on the same incorrect claim. The REF files here have NEVER included a float weight.
And none of it matters anyways. LUA (REF specifically) will do implicit casting and just truncate floats. It won't matter even if it was 0.0 (which it isn't).
Your suggestion to use a loop is valid feedback, but also not needed. The LUA files here are generated from scripts which do loop over them (and also create the modified PAK files at the same time). The end result in LUA being loop-less doesn't matter to me.