I was a little curious, but it seems that the contents of PorterParamCommon.user.3 were changed in TU1. And it looks like this mod uses the pre-TU1 PorterParamCommon.user.3. If possible, it would be great if you could update the mod with the latest PorterParamCommon.user.3!
I was wondering about that myself cause I was black screening randomly. I'm gonna update them later/by tomorrow. Thanks for the heads up. Sorry to keep you waiting. Lifes been really chaotic. I wanna make sure they work before I upload them.
Is this safe to use online? I know many mods are often QoL such as this one and a majority of mods (unless they are stupidly overpowered) are safe to use, however I just wanted to ask if it affects online play a lot and if it can be a risk. Thanks
If others are safe online so is this one. This one doesn't give you any really major advantage in damage which seems to be what CAPCOM is cracking down on in the time trials(reasonably so as people should not be allowed to cheat in competitive score boards).
Consider searching around about if mods are bannable first. This mod is really lightweight compared to most cheating mods like many weapon rehauls out there but it's still noticeable online. I suggest you only use this mod online if using the 2s or 5s version. I don't approve of instant warp online.
All mods are prohibited in general, they are just either tolerated until they become a problem or not spotted because Capcom isnt allowed to scan files on your PC due to data privacy protection laws. No mod that is obvious visually or by stat checking is safe online, if other people can see or feel the effects of your mod it will likely get reported. Even taking a picture of your modded armor and displaying it in the hunterprofile has gotten people banned because its literally providing proof that they broke TOS.
I do agree and understand it's against ToS. I disagree that there is no nuance taken into play. If what you said is true, they will only ban you for mods that heavily impact other players experience. That is entirely nuance. Denuvo can easily check for oddities in your game's folder because it uses Window's kernal Level Driver to violently check for tampering of the consumer's choice(consumer here being CAPCOM). If CAPCOM really wanted to ban all mods, Denuvo could easily catch us since we use the same hook in every game. REFramework. It'd be a very easy solution. Obviously taking such a volatile stance vs mods would result in plummeting numbers. Especially since some of us can only play because REFramework.
Just to be clear I entirely approve of people being banned for what they have so far. I don't think we should scare people out of using mods because afew knuckle-heads decided to ruin everyone else's experience. I use the 2s version of this mod and I haven't been banned yet. I doubt you'll get banned over your seikret moving to you faster unless you find some messed up way to break the game with it. it's not a copium mod or infinite items. Should be fine.
You can. There is a timer for how long it takes for the bird to react to your whistle. If you set it high enough the bird simply wont listen to you lmao. Good for those classical runs where you need to run everywhere yourself or manually approach your bird to ride it.
EDIT: if you want it I can make it. It'll be a nice prank for the homies when sharing mod packs c:<
What is the name of the setting in PorterParamCommon.user.3 that controls the timer for the Seikret responding to the whistle? And do you know if there's a way to extend that timer in combat, but keep it as default out of combat?
Essentially I want to ban the seikret in combat, but allow it out of combat. Any help on that would be much appreciated.
I unfortunately do not remember the parameter I used to make the seikret come to me faster as I originally modded that first before anything else. If I remember I will update you on it. I'll look into it more later when I'm free to dive into the paks and boot the game up for testing. Likely after the update cause this week is chaotic for me.
EDIT: Feel free to compare my mod to the vanilla files. I do believe I had changed that parameter in the warp version and all of them are copies of the original mod with relaxed warp timers.
HOWEVER I did see the Danger Parameter in the [NavigationControl]>[PorterRouteSelect]. I'm not sure exactly how it works but I know if the danger level is at the right spot the seikret will refuse to pick you up anytime your being attacked.
Alternatively you can make it so the seikret is slow to run or unable to if its anything but near enough to you to climb it. Since it avoids being near you in fights you'll have to manually mount it even if you whistle. You can do this in [Communication] by turning [CallMoveSpeed] and maybe [CallMoveSpeed_Near] to [STOP] so the seikret outright cannot move unless you are close enough to physically mount it. It'll be rough when your not in combat but atleast whistling will make it stop.
Lastly you will have to prevent it from teleporting by setting it's timer to a absurd number. So [Communication]>[Warp] and tweek these abit. Maybe switch [CallWarpThresholdDist] to 150-200 which is about the size of a small area. This way the Seikret is never far enough to force a warp. If that alone doesn't work try this: Change the [CallWarpToRideOwnerBackGroundPosTimeMax] to something like 120 or 150 seconds. Put the other bottom CallWarps to a extreme time like 600 or 1500 seconds so it won't warp for more than 10mins when called.
How so? Like make it only TP after a small bit? I'll add a version. Just give me the details and abit of time to test it. Takes MHWilds like 4minutes to boot per change so it might be out tomorrow at worse.
I finished the mod for 2s and 5s delay. I tried 1s but it was almost no different. 2s it will warp to you if they doesn't reach you as the whistle animation is ending. 5 is better for a more vanilla experience where you just want the bird to not get stuck on stuff.
As for the mod not installing right I don't know what to say. It installs correctly to me. I suggest that if you unzip it and it shows on the manager as:
>natives >etc
you put it in a folder of its own like so
>Seikret mod >natives >etc
If the mod is named natives in the manager then it'll install wrong so put that in a folder. Sorry for the trouble. it's my first mod so I'm still picking up how this works.
When installing from fluffy's it makes a folder called "Seikret warps when called" in the MHwilds root directory.
It looks like this when installed via fluffy E:\SteamLibrary\steamapps\common\MonsterHunterWilds\Seikret warps when called\natives\STM\GameDesign\Porter\Data
Most of people are using Fluffy Mod Manager when installing mods. For that you need to include a modinfo.ini (You can read the "Info for mod creators" on their page on how to make one or consult other mods that have one). If not, it will install incorrectly for them.
A example of a modinfo.ini: name=(2s Delay) Seikret warps when called version=v1.0 description=This mod makes your favorite bird warp behind you when you call for it instantly. author=StrangerNoodle This is just a example, you can include more stuff like screenshot to a specific image and such...Besides that the mod works wonders. Thanks!
Err... is it possible you can link a way to do this to me? Everywhere I look it just says "You make one then use it" but I don't know how to make one. I haven't been able to figure it out and its consuming alot of time. I appreciate the help.
I can however moving that fast will cause the bird to fail to pick you up often as it needs to be in a specific location for you to mount it while it's moving. That was my original idea and it led to some funny interactions. Also moving with the bird causes some pretty harsh resource uses xD I accidently caused my PC to overheat twice testing it in multiple maps. Give me some time to work on it. I wanna test it before sending it out.
Thanks for answer, but i wasn't talking about when he pickup us, but when we explore map, if we can go faster, about x1.5 / x2 speed, will be awersome ! :D
I agree with the suggestion to add a small delay or just increase the seikret's overall speed (if that is possible). Would love to see it. Thanks for the mod!
I'll put up the delay. Increasing it's speed actually causes more problems than making it warp because it will only pick you up from a specific position and it has a habit of overshooting/not being able to turn enough to get that angle. I'll post a speed boost anyway once I test afew things with it since I finished testing the delay.
Natives and REFramework Lua scripts are client side only. Only cheatengine scripts impact other players to my knowledge. It works in multiplayer but only for you.
48 comments
I was a little curious, but it seems that the contents of PorterParamCommon.user.3 were changed in TU1.
And it looks like this mod uses the pre-TU1 PorterParamCommon.user.3.
If possible, it would be great if you could update the mod with the latest PorterParamCommon.user.3!
Thanks for your time and best regards.
Consider searching around about if mods are bannable first. This mod is really lightweight compared to most cheating mods like many weapon rehauls out there but it's still noticeable online. I suggest you only use this mod online if using the 2s or 5s version. I don't approve of instant warp online.
I do agree and understand it's against ToS. I disagree that there is no nuance taken into play. If what you said is true, they will only ban you for mods that heavily impact other players experience. That is entirely nuance. Denuvo can easily check for oddities in your game's folder because it uses Window's kernal Level Driver to violently check for tampering of the consumer's choice(consumer here being CAPCOM). If CAPCOM really wanted to ban all mods, Denuvo could easily catch us since we use the same hook in every game. REFramework. It'd be a very easy solution. Obviously taking such a volatile stance vs mods would result in plummeting numbers. Especially since some of us can only play because REFramework.
Just to be clear I entirely approve of people being banned for what they have so far. I don't think we should scare people out of using mods because afew knuckle-heads decided to ruin everyone else's experience. I use the 2s version of this mod and I haven't been banned yet. I doubt you'll get banned over your seikret moving to you faster unless you find some messed up way to break the game with it. it's not a copium mod or infinite items. Should be fine.
EDIT: if you want it I can make it. It'll be a nice prank for the homies when sharing mod packs c:<
Essentially I want to ban the seikret in combat, but allow it out of combat. Any help on that would be much appreciated.
I unfortunately do not remember the parameter I used to make the seikret come to me faster as I originally modded that first before anything else. If I remember I will update you on it. I'll look into it more later when I'm free to dive into the paks and boot the game up for testing. Likely after the update cause this week is chaotic for me.
EDIT: Feel free to compare my mod to the vanilla files. I do believe I had changed that parameter in the warp version and all of them are copies of the original mod with relaxed warp timers.
HOWEVER I did see the Danger Parameter in the [NavigationControl]>[PorterRouteSelect]. I'm not sure exactly how it works but I know if the danger level is at the right spot the seikret will refuse to pick you up anytime your being attacked.
Alternatively you can make it so the seikret is slow to run or unable to if its anything but near enough to you to climb it. Since it avoids being near you in fights you'll have to manually mount it even if you whistle. You can do this in [Communication] by turning [CallMoveSpeed] and maybe [CallMoveSpeed_Near] to [STOP] so the seikret outright cannot move unless you are close enough to physically mount it. It'll be rough when your not in combat but atleast whistling will make it stop.
Lastly you will have to prevent it from teleporting by setting it's timer to a absurd number. So [Communication]>[Warp] and tweek these abit. Maybe switch [CallWarpThresholdDist] to 150-200 which is about the size of a small area. This way the Seikret is never far enough to force a warp.
If that alone doesn't work try this:
Change the [CallWarpToRideOwnerBackGroundPosTimeMax] to something like 120 or 150 seconds.
Put the other bottom CallWarps to a extreme time like 600 or 1500 seconds so it won't warp for more than 10mins when called.
As for the mod not installing right I don't know what to say. It installs correctly to me. I suggest that if you unzip it and it shows on the manager as:
>natives
>etc
you put it in a folder of its own like so
>Seikret mod
>natives
>etc
If the mod is named natives in the manager then it'll install wrong so put that in a folder. Sorry for the trouble. it's my first mod so I'm still picking up how this works.
It looks like this when installed via fluffy
E:\SteamLibrary\steamapps\common\MonsterHunterWilds\Seikret warps when called\natives\STM\GameDesign\Porter\Data
A example of a modinfo.ini:
name=(2s Delay) Seikret warps when called
This is just a example, you can include more stuff like screenshot to a specific image and such...Besides that the mod works wonders. Thanks!version=v1.0
description=This mod makes your favorite bird warp behind you when you call for it instantly.
author=StrangerNoodle
Thanks :)