My Elden Ring addiction is much calmer now that I've platinumed the entire game + done all the quests in the game. So Mod Development will resume.
But the good thing is that I'm going to improve the mod based on the Elden Ring mods I've used.
1) I will mimic the Lazy Loader mod file loading system. All mod files that are inside the folder will be loaded, but there will be a list to define when some mods will be loaded to continue the current benefits.
2) I will also check the compatibility of the Mod Loader with the standard game, since the mod was supposed to be compatible with both the Nw.Js and Electron versions of the game. And I tested the mod much more with the electron version of the game than with nw.js (standard)
Does this mod no longer work? I've gone over everything multiple times to make sure the files are in the right place, and made sure index.html is pointing to the right files and whatnot, but I cannot see any changes. I don't have any other mods installed.
I made the mod when the game version was 1.9.2 or some number around that. Also, i will try make some changes to the code to make this better. But i think no.
Incompatibility corrected. The error was created because I was creating the Plugin Loader code to be very compatible with RPG Maker versions, which included RPG Maker with NW.JS updated, and converted to Electron [it's like another graphics engine just like unite engine/unreal engine/godot to make it simple for you to understand]. The problem came when both the update and the conversion to Electron changed how the files were organized in the folder. And I focused a lot of my efforts on making these other versions compatible and didn't pay much attention to how the code would react to the standard game without any modifications.
I installed the mod and the menu is the same, the % of the armor doesn't show me when im in the equip menu, and I installed it ofc. did I do something wrong, I have mods; the vendors expanded, hexen skill description, some sprite-changer mods and your mod.
Could you give a video demonstration if it's not too much to ask? Sorry to sound annoying but I would like to be able to enjoy the mod. I'm having trouble installing it. I did as indicated by the comments and the description but the changes have not been applied yet. It only changed the game folders but did not modify its code. I suppose that is what is necessary to do. (I have the game translated into Spanish)
No, they're both compatible, it's just that you're installing them the wrong way round. Termina Revamped contains the EPL (External Plugin Loader) which consists of code that loads plugins for RPG Maker by overwriting the "index.html" file. To use both, just load this mod using the External Mod Loader instead of modifying "Index.html" (which would also work, but would be less organized...).
To do this, place the "SuspendRestore_v2.0.zip" .js file in the plugins folder that has no EPL/!External configuration, then modify the config.toml file, follow the .toml file rules and the plugin will be loaded by the External Plugin Loader.
Oooo, interesting, I am sorry for being inconveniet, I am quite new to modding RPG makers games, especially Fear & Hunger, thank you for the little guide, and sorry again
Ok, ngl, I kinda got lost in your explanation, so I have to put the js file in the default plugins file of the game, correct? If it's not too much to ask, is there a way you could show me an example of what I have to do in the config file, I tried to do as the example says, but the mod still didn't work...
1) You don't need to put the ".js" file in the main "Plugins" folder, but in the "UnConfig" folder inside the plugins directory. 2) The EPL loads the plugins that are inside the "!External" folder.
Inside the "!External" folder, you'll find the following items:
- Configs Folder
- Plugins Folder
- Config.toml
- External Plugin Loader.js
Inside the Plugins Folder, there is another folder called "UnConfig." This is where you need to place the unconfigurable plugins. The "Config.toml" file works as follows: [Plugins] Before = [ # Yanfly "YEP_CoreEngine", ] After = [ # Yanfly "YEP_SaveCore", "YEP_SkillCore", # TDDP "TDDP_PixelPerfect", ] [UnConfig] Before = [ # silentwrath1 "silentwrath1_ImprovedDiagonalMovement", ] After = [ # Fix "YEP_SaveCoreFIX", # TY Improvements "TY_DetailedEquip", "TY_YEP_ItemCore", # Conversions "theirezumi_BugFixes", "Nyville_BugFixes", "HexenCrashFix", ]
The lines starting with "#" are comments, and the text between quotes represents the names of the plugin files located in their respective folders for either configurable plugins or unconfigurable plugins (in the "UnConfig" folder). If you want to add a new plugin, do something like this: After = [ # Fix "YEP_SaveCoreFIX", # TY Improvements "TY_DetailedEquip", "TY_YEP_ItemCore", # Conversions "theirezumi_BugFixes", "Nyville_BugFixes", "HexenCrashFix", "Name of the new plugin file" ] You don't need to include the ".js" extension in the folder names. If you still don't understand my explanation, check out the mod that inspired me to create the EPL. Download the mod loader, as its functionality is similar the way to manage the plugins to load.
Unfortunatelly this mod doesn't work at all. I've overwritten the "index.html" file and put "!External" folder into the "www" folder and I don't see any changes. I've tried to run .exe file and via Steam - to no avail. I'm also using ADarkRaccoon mod, but I don't think it makes any difference.
Sir, I am not sure what mistake I made when installing the mod as you mentioned, but I have not been able to install it. I have overwritten all files except for the index, but still no success. Can you guide me again? (Sorry for using Google Translate)
You *Need* overwrite "index.html". If you have any Toby Yasha Plugins instaled, you can still use these plugins by putting the files of plugins in "!External\Plugins\UnConfig", and edit the file "config.toml" in "!External" just like Toby Yasha configuration.
Does this mod affect the Spanish version? I have tried other mods like one that improves diagonal mobility and another to add more stock to vendors and because of their extra text they are in their original language and it is understandable but only with vendors but also for movement although I shouldn't do it just to improve in the open world
100% compatibility yes and no. To get the full experience you'll have to change/translate the “YEP_SaveCore.toml” file in the configs folder, and correct the “YEP_SaveCoreFIX.js” in the unconfigs folder. Without this the mod will work, but you'll get English text on the save screen. I can make a patch, but first I need to make more resources.
Thanks, finally a normal Commentary. You can see the features seeing the changelog. But i will do another thing to show the features since people doesn't see the changelog to know the mod's features.
I see from your answer that I wasn't clear enough. But this isn't like any other modification, the modifications are made using scripts. And these modifications are more compatible with mods that modify the data files themselves (like the ones you mentioned).
I don't want respond this more in the future, so i'am giving a extremely complete respond now: Yes, if the game doesn't modify some things of the events that i'am modding though script.
if ($gameMap._mapId === 20) { for (const event of Mayors_TreeEvents) { $dataMap.events[event].pages[0].conditions.variableId = 930; $dataMap.events[event].pages[0].conditions.variableValid = true; $dataMap.events[event].pages[0].conditions.variableValue = 1; } Here is an example of a code that is executed every time a new map is loaded from the game's “.json” files. The code checks if the map id is the id of the “Mayors Mansion” map, and if it is, then executes the code that modifies an event, fixing the bug where it can use the vines of the vinuska tree to descend even if there are no vines in that location, making the event check if the interrutor that says if the vinuska symbol was made in that circle above.
The proplem with this code is: The commands are made in an absolute way. "events" and "pages" are "Array", variables that store various variables inside itself. if you modify the map id, OR where the event is located in the array, OR on which page it is located, the code won't work and will do something wrong.
BUT, these mods (or so it seems) don't do that. So I think they are compatible.
No, they are compatible. (you implied that you don't think they are when you said that “I thought they might work, since they don't conflict with any game files”) You can use the the mod with these other mods. I have trouble concentrating when people are singing or talking around me. And as I had people around me talking, at the same time as I had to think about the explanation, and translate the explanation into English mentally, I didn't even realize I'd made mistakes. The main one being: The features I was talking about are features under development by myself, and all the things that are already available to the general public are 100% compatible with other mods. The new features may have problems (with very little chance, but still existing) since these can happen unintentionally when modifying the game using RPG Maker.
35 comments
So Mod Development will resume.
But the good thing is that I'm going to improve the mod based on the Elden Ring mods I've used.
1) I will mimic the Lazy Loader mod file loading system. All mod files that are inside the folder will be loaded, but there will be a list to define when some mods will be loaded to continue the current benefits.
2) I will also check the compatibility of the Mod Loader with the standard game, since the mod was supposed to be compatible with both the Nw.Js and Electron versions of the game. And I tested the mod much more with the electron version of the game than with nw.js (standard)
The problem came when both the update and the conversion to Electron changed how the files were organized in the folder. And I focused a lot of my efforts on making these other versions compatible and didn't pay much attention to how the code would react to the standard game without any modifications.
did I do something wrong, I have mods; the vendors expanded, hexen skill description, some sprite-changer mods and your mod.
I hope you can fix or give some advice to it.
Termina Revamped contains the EPL (External Plugin Loader) which consists of code that loads plugins for RPG Maker by overwriting the "index.html" file. To use both, just load this mod using the External Mod Loader instead of modifying "Index.html" (which would also work, but would be less organized...).
To do this, place the "SuspendRestore_v2.0.zip" .js file in the plugins folder that has no EPL/!External configuration, then modify the config.toml file, follow the .toml file rules and the plugin will be loaded by the External Plugin Loader.
2) The EPL loads the plugins that are inside the "!External" folder.
Inside the "!External" folder, you'll find the following items:
- - Configs Folder
- - Plugins Folder
- - Config.toml
- - External Plugin Loader.js
Inside the Plugins Folder, there is another folder called "UnConfig." This is where you need to place the unconfigurable plugins. The "Config.toml" file works as follows:[Plugins]
Before = [
# Yanfly
"YEP_CoreEngine",
]
After = [
# Yanfly
"YEP_SaveCore",
"YEP_SkillCore",
# TDDP
"TDDP_PixelPerfect",
]
[UnConfig]
Before = [
# silentwrath1
"silentwrath1_ImprovedDiagonalMovement",
]
After = [
# Fix
"YEP_SaveCoreFIX",
# TY Improvements
"TY_DetailedEquip",
"TY_YEP_ItemCore",
# Conversions
"theirezumi_BugFixes",
"Nyville_BugFixes",
"HexenCrashFix",
]
The lines starting with "#" are comments, and the text between quotes represents the names of the plugin files located in their respective folders for either configurable plugins or unconfigurable plugins (in the "UnConfig" folder).
If you want to add a new plugin, do something like this:
After = [
# Fix
"YEP_SaveCoreFIX",
# TY Improvements
"TY_DetailedEquip",
"TY_YEP_ItemCore",
# Conversions
"theirezumi_BugFixes",
"Nyville_BugFixes",
"HexenCrashFix",
"Name of the new plugin file"
]
You don't need to include the ".js" extension in the folder names.
If you still don't understand my explanation, check out the mod that inspired me to create the EPL. Download the mod loader, as its functionality is similar the way to manage the plugins to load.
Also wanted to ask, is this mod compatible Playable Non-Playables / Expanded Merchants ?
I don't want respond this more in the future, so i'am giving a extremely complete respond now:
Yes, if the game doesn't modify some things of the events that i'am modding though script.
if ($gameMap._mapId === 20) {
for (const event of Mayors_TreeEvents) {
$dataMap.events[event].pages[0].conditions.variableId = 930;
$dataMap.events[event].pages[0].conditions.variableValid = true;
$dataMap.events[event].pages[0].conditions.variableValue = 1;
}
Here is an example of a code that is executed every time a new map is loaded from the game's “.json” files. The code checks if the map id is the id of the “Mayors Mansion” map, and if it is, then executes the code that modifies an event, fixing the bug where it can use the vines of the vinuska tree to descend even if there are no vines in that location, making the event check if the interrutor that says if the vinuska symbol was made in that circle above.
The proplem with this code is: The commands are made in an absolute way.
"events" and "pages" are "Array", variables that store various variables inside itself.
if you modify the map id, OR where the event is located in the array, OR on which page it is located, the code won't work and will do something wrong.
BUT, these mods (or so it seems) don't do that. So I think they are compatible.
I thought they could work since they don't really conflict with any in-game files. Though I just wanted to make sure.
It could also be that they wouldn't work at all due to the other mod plugins. But again! Thank you so much for taking the time to explain. :D
You can use the the mod with these other mods.
I have trouble concentrating when people are singing or talking around me.
And as I had people around me talking, at the same time as I had to think about the explanation, and translate the explanation into English mentally, I didn't even realize I'd made mistakes.
The main one being: The features I was talking about are features under development by myself, and all the things that are already available to the general public are 100% compatible with other mods. The new features may have problems (with very little chance, but still existing) since these can happen unintentionally when modifying the game using RPG Maker.