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BloodTide - Gonk and PBLivingston

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I3loodTide

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87 comments

  1. tanghm
    tanghm
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    I am getting line 12 error get active moon cycle error in the script after updated to SF6 update 1.0.11
    I guess the script no longer able to read the current active moon phase.
    1. HeyNanners
      HeyNanners
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      Same here since the update.
    2. m0135te12
      m0135te12
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      same
    3. deepdragon01
      deepdragon01
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      same
    4. I3loodTide
      I3loodTide
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      yeah I noticed this last night before I went in to work logging in to mess with the Akuma stuff.  I'll be taking a look at it later to see what's going on.  It seems like they made some changes to the singletons... or renamed them.  Hopefully its just renaming something to fix it all lol.  
    5. deepdragon01
      deepdragon01
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      Thx for the work~!
    6. nanlinghe0724
      nanlinghe0724
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      thx and waiting for you
    7. jason0515
      jason0515
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      No luck?
    8. I3loodTide
      I3loodTide
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      Updated, sorry for the delay. 
    9. deepdragon01
      deepdragon01
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      Nice~!we can hunt Nightflower Pollen again~
  2. Nezdus
    Nezdus
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    Thanks for fixing the mod. I installed the files in the proper place. I see the mini-map icon but it seems to only stay on "I" 
    Was i not to put in all the mini-map pic folders?
    1. nanlinghe0724
      nanlinghe0724
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      me too!
    2. I3loodTide
      I3loodTide
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      Yup I screwed something up lol.  It's fixed now!  Update Uploaded! 
    3. Nezdus
      Nezdus
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      thanks for the fast fix 
  3. Lacam
    Lacam
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    I'm here for some news, whats are the plans to make this mod up again ? I saw the author message from 2 weeks ago after SF6 collab, and in 2 weeks we will have TU2, so what's the plan with that ?
    1. I3loodTide
      I3loodTide
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      1. I got it updated.  Sorry for the delay.  Just haven't had time to sit down and get it fixed.  

      2.  TU1 didn't even effect this mod.  Not really sure why the Akuma patch did.  They just sort of changed directory tree around a bit.  If it does, I'll get  it fixed sooner lol.  
  4. kicks8080
    kicks8080
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    Ive been checking here on the daily for an update but nothing yet. If youre looking for another way to track the mood cycle the "Facility Tracker" mod has one built in and some other QoL that you can disable if youre not interested in all that other stuff. Hope this helps while we all wait for patch to this. 
    1. Lacam
      Lacam
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      Thanks, i will try that while we wait for the update. How do you disable things for the tracker ? I haven't found out how

      Nvm found it 
    2. I3loodTide
      I3loodTide
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      Sorry for the delay, life has been hectic.  Update posted! 
  5. wara1bukuro
    wara1bukuro
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    Here's the diff between the original code and the modified code.
    You might be able to apply the changes using the patch command.
    This change was made based on the Nightflower Proper Bloom code.
    https://www.nexusmods.com/monsterhunterwilds/mods/2524

    I deleted it because modifications were not permitted under Permissions and Credits.
    (This sentence was translated using machine translation.)
    ---
    動作するように変更したコードともとのコードの差分を貼ります
    patchコマンドを利用して差分を適用できるかもしれません
    この変更はNightflower Proper Bloomのコードをもとに作成しました
    https://www.nexusmods.com/monsterhunterwilds/mods/2524

    Permissions and creditsにて変更が許可されていなかったので削除しました
  6. karvorkian
    karvorkian
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    I am facing the error below. Would appreciate it if someone could provide some guidance.

    sol: runtime error:
    ...onsterHunterWilds\reframework\autorun\lunar_cycle_ui.lua:
    14: attempt to index a nil value (local
    'get_active_moon_method')
    stack traceback:

    ...onsterHunterWilds\reframework\autorun\lunar_cycle_ui.lua:
    14: in main chunk
    1. zoltano26
      zoltano26
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      The mod didn t work since last update we are waiting for the modder to update his mod
    2. karvorkian
      karvorkian
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      I saw the other posts but as the error I had seemed to be different, I thought I should seek some guidance.

      Thank you for taking time out to reply to my issue. Shall wait along with y'all for the mod to be updated.
  7. narutonotwc
    narutonotwc
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    REFramework Direct2D has been deleted, what should I do?
    1. kicks8080
      kicks8080
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      yeah here with the same problem... Can we get an update that doesnt use direct2d or include the file.
    2. LiviRivi
      LiviRivi
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      It's back now.
  8. ddapasdasdasdasd
    ddapasdasdasdasd
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    Collision with other modes appears
  9. MrStrange97
    MrStrange97
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    Any chance to have a toggle key to hide the moon UI at will, or otherwise have it automatically hide when in certain scenarios, like the quest result screen? It shows up on screenshots and so far the best solution right now is to change the position value to off the screen or changing alpha to 0 every time I want to take a screenshot.

    I tried creating a toggle key function myself, but I'm very unfamiliar with lua and REF coding.

    Otherwise, I love this mod, especially the UI implementation.
    1. MrStrange97
      MrStrange97
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      Well, I ended up figuring out a crude way to achieve this (No_moon.png = blank alpha image). The sleep() function causes an issue where pressing the defined toggle button (Page Down in this case) causes the game itself to suspend for the 0.1 second duration, but without the sleep, the toggle occurs rapidly even with a quick key-press.

      local function sleep ()
          local sec = tonumber(os.clock() + 0.1);
          while (os.clock() < sec) do
          end
      end

      local toggleKey = 0x22
      local displayState = true

      local function toggleDisplay()
          if displayState then
              -- print('The display should now be off')
              displayState = false
          elseif not displayState then
              -- print('The display should now be on')
              displayState = true
          end
          sleep()
      end

      re.on_frame(function()
          local moonparam = moon_controller_field:get_data(sdk.get_managed_singleton("app.EnvironmentManager"))
          if not moonparam then
              print("No moon controller")
              return
          end

          local moondataparam = get_active_moon_method:call(moonparam)
          if not moondataparam then
              print("No active moon data")
              return
          end

          if reframework:is_key_down(toggleKey) then
              toggleDisplay()
          end

          activemoonid = get_moonid_method:call(moondataparam)


          if activemoonid and displayState then
              if firstRun then
                  local startup = init()
                  if not startup then
                      print("Failed to load config file")
                      return
                  end
                  getMoonDirectory()
                  loadImage(dirString .. tostring(activemoonid) .. ".png")
                  currentMoonCycle = activemoonid
                  firstRun = false
              end
              if activemoonid ~= currentMoonCycle then
                  loadImage(dirString .. tostring(activemoonid)  .. ".png")
                  currentMoonCycle = activemoonid
              end

              if settingsUpdated then
                  loadImage(dirString .. tostring(activemoonid)  .. ".png")
                  settingsUpdated = false
              end
          elseif currentMoonCycle ~= 42 then
              loadImage("lunar_cycles/native_ui/No_moon.png")
              currentMoonCycle = 42
          end

          if not activemoonid then
              print("Failed to get moon phase")
          end
      end)
    2. I3loodTide
      I3loodTide
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      We've been looking into a way to try to tie it to the in game UI.  Namely the Mini Map.  So that when the Mini Map is displayed, the mod displays, or turns off when the mini map is not displayed.  
    3. MrStrange97
      MrStrange97
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      Thank you for the response and the great work!
    4. DimitriDark
      DimitriDark
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      • 17 kudos
      That would be perfect! I mean, this mod is almost perfect as-is with the minimap art that fits so seamlessly in with the rest of the UI. If only the darn thing would hide itself along with the Time/Season icons whenever they're hidden. This is a mod I'm definitely going to track until that sweet, sweet update comes around.
  10. SwaggerTom
    SwaggerTom
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    Should this mod be showing up in Fluffy Mod Manager? I've got both requirements downloaded (REFramework and REFramework D2D - both latest versions) but when I load up the game, I don't see this as an option under ScriptGenerated UI. No errors or anything like that when starting the game - I just don't see it as an option. I've added the image folders to:

    C:\Program Files (x86)\Steam\steamapps\common\MonsterHunterWilds\reframework\images\lunar_cycles
    1. I3loodTide
      I3loodTide
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      There's technically only 2 file sets in here.  The lunar_cycles.lua should go into the reframework//autorun folder, and it appears you have the images in the correct spot.