uploading a mod is too much of a hassle, but I thought I can at least let you know, how I changed the .lua file to have the mod work again. I have never made a mod myself nor do I understand the re engine, but I am a software developer and have some basic understanding.
That being said, I replaced all code in said .lua file with a changed code section from the mod "Teleportation" by rthomasv3. In that section they hooked into the "deleteItem" method and seemingly skip the deletion, if the item has a certain ID (80 in this case). (Please dont ask me about the details, I dont know much more myself.)
How to get eternal ferrystones: 1. Install this mod (I use it as a environment where I just change the .lua file) 2. Navigate to the .zip file of this mod 3. Open, but dont unpack the zip file (I am using 7zip) and navigate to "Eternal Ferrystone 1.0.0\reframework\autorun". In there you can find the "Eternal Ferrystone.lua", which you want to modify 4. Open the .lua file with a text editor and replace everything inside with the following:
sdk.hook( sdk.find_type_definition("app.ItemManager"):get_method("deleteItem"), function(args) local itemDeleted = sdk.to_int64(args[3]) if itemDeleted == 80 then return sdk.PreHookResult.SKIP_ORIGINAL end end, nil )
5. Save the file and make sure that your changes are applied. 6. You now have eternal ferrystones!
If you run into any issues, try reseting skripts in the re framework window and restarting the game.
PS: Same applies for the true eternal wakestone mod, just with a different item ID. See my post there.
Any updates on this? It doesn't seem to work for me. Ferrystones still get consumed after use. I tried resetting scripts, but that didnt do anything. Same with your eternal wakestone mod.
Not working for me. All my ferrystones in my inventory are still the default ferrystones. I activated it via the mod manager as intended, but not working for some reason.
This mod worked a few times for me, but the last attempt to use one ended up crashing after the screen went dark to load the new area. Happened 3 times in a row after rebooting. Not sure what more relevant information I can give, other than I had 2 in my inventory, and was ferrying from outside the coral snakes hideout to vernsworth and a portcrystal i placed in sacred arbor. I disabled the mod for now to do what I needed to, and i'll see if it happens again after i turn the mod back on.
44 comments
If things start acting weird, try resetting scripts.
If that doesn't work, the fastest way to contact me is the Modding Haven discord. Investigating and debugging is very difficult in the comments.
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uploading a mod is too much of a hassle, but I thought I can at least let you know, how I changed the .lua file to have the mod work again.
I have never made a mod myself nor do I understand the re engine, but I am a software developer and have some basic understanding.
That being said, I replaced all code in said .lua file with a changed code section from the mod "Teleportation" by rthomasv3.
In that section they hooked into the "deleteItem" method and seemingly skip the deletion, if the item has a certain ID (80 in this case).
(Please dont ask me about the details, I dont know much more myself.)
How to get eternal ferrystones:
1. Install this mod (I use it as a environment where I just change the .lua file)
2. Navigate to the .zip file of this mod
3. Open, but dont unpack the zip file (I am using 7zip) and navigate to "Eternal Ferrystone 1.0.0\reframework\autorun". In there you can find the "Eternal Ferrystone.lua", which you want to modify
4. Open the .lua file with a text editor and replace everything inside with the following:
sdk.hook(
sdk.find_type_definition("app.ItemManager"):get_method("deleteItem"),
function(args)
local itemDeleted = sdk.to_int64(args[3])
if itemDeleted == 80 then
return sdk.PreHookResult.SKIP_ORIGINAL
end
end,
nil
)
5. Save the file and make sure that your changes are applied.
6. You now have eternal ferrystones!
If you run into any issues, try reseting skripts in the re framework window and restarting the game.
PS: Same applies for the true eternal wakestone mod, just with a different item ID. See my post there.
Cheers!
Ferrystone still being consumed.