Yes, I see no reason why More Leviathan Spawns would have any conflicts with Persistent Reapers. The two experiences will simply add on top of each other.
That mod was called Better HUD Info, but it was made for legacy and I'm afraid it hasn't been updated for the current version of Subnautica.
Reaper spawning seems to sometimes happen a bit late for me. I have seen some Reapers spawn in well and one even migrated majestically by my base which looked cool, but 3 times so far a Reapers has suddenly appears on top of me. Every time, its tail is just suddenly in front of me and it curls around without noticing me.
That gives me enough time to escape, but it is a bit weird.
When a persistent reaper is near you (~200 meters away), it should be spawned at the next "reaper update." The issue could be that the reaper update period is too long. If so, you can decrease the "Reaper Update Interval" number in the options. If you make the number smaller, it will try to spawn/despawn more frequently.
Hi, I'm currently using this mod during a playthrough, I set the number of Reapers to 8 initially but I decided to change it to 5 instead while still playing the save file. When I printed the map to see if the number had changed, there were no dots at all even though I still had persistent reapers turned on. Would this have been caused by changing the number of reapers mid save file, and if so how can I make them spawn again?
Also wanted to say that this mod is fantastic, great work on it!
I tested your scenario just now, and the reaper map updated normally for me. Even just staying in the menu after changing the number and clicking the button resulted in a new png with the 5 white dots.
My first suggestion is to try toggling the reapers off and then back on again. That should delete any reapers that are out there and spawn five new ones in random places.
If that doesn't work, I suspect there may be an error, so I invite you to share your BepInEx log with me.
Despite any error, if the mod was working for you previously, there's a good chance you can exit Subnautica and boot it back up and this mod will work normally again.
Just tried it and toggling persistent reapers off and on again seemed to respawn them back in, or at least the map says so, haven't actually checked to see if they're there (and since I'm playing hardcore I'd like to keep it that way 😉)
Can this mod work together with "Aggressive Fauna" (https://www.nexusmods.com/subnautica/mods/1309), since yours are "Special Reapers" not the same as the rest of them (if I understood this well), or would there be an options conflict?
PS: Thank you for putting so much work into this. I find this mod idea fascinating, almost like the "Migrate Mod", but this Maps the position of the creature even.
As far as I can tell, the Aggressive Fauna mod might prevent the "Human Hunting" features of this mod from working, but that looks like the only conflict. Otherwise, I think everything from Aggressive Fauna will apply to these persistent reapers, and no other Persistent Reapers features should be missing.
If you enable "human hunting," there's a chance some Aggressive Fauna features won't apply to reapers. But if you disable it, everything should play nice together.
Btw, there is this mod (https://www.nexusmods.com/subnautica/mods/1707?tab=description) which has some kind of a "bleeding" mechanism. If for whatever reason you want to update this mod of yours, you could incorporate bleeding after being bitten by any creature, which then would result in Levathians "smelling" the blood from a much greater distance and swimming towards the player until blood wound has been patched up (could work like the 'scent' you are using in your mod).
Two questions: 1.) The "Tweaks and Fixes"-mod also includes the following: - Creature flee chance percent - Damage threshold for fleeing creatures - Creature flee chance percent depends on its health
Would you say those tweaks would be sufficient for what you had in mind when you recommended the "CreatureFleeFix"-mod? Currently I´m wondering whether I should install the "CreatureFleeFix" as well (since Tweaks&Fixes is must-have IMO), and I´m unsure if it does only the same thing as the tweaks mentioned above, or if there´s some advantage when using that extra mod (and/or if there would be problems because of incompatibilities)? Do you (or anyone) happen to know?
2.) I think I´ve used this mod about two years ago, and then removed it for some reason - I believe it was because there was a reaper very close to my base in the Kelp Forest which would never go away again (might have been due to another mod, though). Whenever I entered the game I´ve been instantly greeted by the same distant reaper screams, over days... I´d like to give it another try now. However: Do I have to take care about something, for example when saving the game? Or are there any know incompatibilities? I ask this because I could imagine the problem back then might have been due to the savegame somehow got "corruputed" at some stage, and that the position of a reaper wasn´t changed anymore because of some "wrong" saving(?)... I´d like to avoid something like that if possible... Any problems known like that?...
Another user explained to me about that bug, where a reaper would get saved and re-appear no matter what. That's fixed now, so you shouldn't have to worry about saving in any special way, and if you uninstall this mod (or disable it in the menu) the reapers should always go away.
Does this mod work on worlds that have already been generated before installing (mod added after world is made)? Edit: yes, it does (had a no warper mod installed that was messing with it) now my cyclops is gone
Seriously though this looks, great? horrible? greatly horrible? Now I just have to find a way to install it on my brother's computer without his knowledge.
going to be hard if he hasnt already modded subnautica, you can give him a scare when the bepinex console pops up (he'll think theres a virus on his pc or something)
Hi! First off, just wanted to say that this mod has created some of my most fond memories of subnautica. I'll never forget the first time I saw a reaper where one shouldn't be or when I swam out of a wreck to three of the suckers mauling my helpless seamoth. It got me interested in the code behind the experience and after reading through the source, I had a question about the reaper simulation. Spoilered for a reason.
Spoiler:
Show
Am I reading this right that simulated reapers will only stay between 80 and 120 (meters?) deep? If so, is it because calculating the legal moves would be too compute intensive or is there another reason? It seems to me that removing that check from CheckRegionLegality() and just letting the depth map set the max depth and have the min be 0 could inhance the immersion quite a bit. That being said though, I could just be misunderstanding the simulation. Regardless, this mod is a ton of fun.
Hi, thanks for the glowing review 😊 And thanks for the questions!
Response:
Spoiler:
Show
You have it not quite right. Those numbers (80 and 120) correspond to "ecoregions," which are 16x16x16 meter cubes. In order to understand why I chose those numbers, you have to understand that the game world is 256 such cubes tall, and 121 is sea level. I'm afraid I can't tell you why 121 is sea level; that's just the way Subnautica was coded.
So setting the "max reaper depth" to 120 means that Reapers shouldn't spawn at depths shallower than 16 meters.
The end result should be that reapers can appear anywhere from 16m to about 670m depth.
I chose that 670 number (if I remember correctly), because that is just a bit lower than the ocean floor in all places. There are depths deeper than that, but they happen in caves and the lost river and so on.
The reaper depth map works in addition to these checks. The CheckRegionLegality method is very quick to rule out places that "don't make sense," and the reaper depth map helps to further refine results by attempting to check when a reaper would "go into the ground."
The reaper depth map I created for this mod is old and rough, and it would be a cool future update to use the new world height library.
181 comments
BTW, which mod shows the biome and coordinates? The one above the altitude in the screenshots?
That mod was called Better HUD Info, but it was made for legacy and I'm afraid it hasn't been updated for the current version of Subnautica.
I have seen some Reapers spawn in well and one even migrated majestically by my base which looked cool, but 3 times so far a Reapers has suddenly appears on top of me. Every time, its tail is just suddenly in front of me and it curls around without noticing me.
That gives me enough time to escape, but it is a bit weird.
Also wanted to say that this mod is fantastic, great work on it!
I tested your scenario just now, and the reaper map updated normally for me. Even just staying in the menu after changing the number and clicking the button resulted in a new png with the 5 white dots.
My first suggestion is to try toggling the reapers off and then back on again. That should delete any reapers that are out there and spawn five new ones in random places.
If that doesn't work, I suspect there may be an error, so I invite you to share your BepInEx log with me.
Despite any error, if the mod was working for you previously, there's a good chance you can exit Subnautica and boot it back up and this mod will work normally again.
Thank you very much for your quick reply!
PS: Thank you for putting so much work into this. I find this mod idea fascinating, almost like the "Migrate Mod", but this Maps the position of the creature even.
If you enable "human hunting," there's a chance some Aggressive Fauna features won't apply to reapers. But if you disable it, everything should play nice together.
And thank you for saying so 😄
Just an idea to note down.
1.) The "Tweaks and Fixes"-mod also includes the following:
- Creature flee chance percent
- Damage threshold for fleeing creatures
- Creature flee chance percent depends on its health
Would you say those tweaks would be sufficient for what you had in mind when
you recommended the "CreatureFleeFix"-mod? Currently I´m wondering
whether I should install the "CreatureFleeFix" as well (since
Tweaks&Fixes is must-have IMO), and I´m unsure if it does only the
same thing as the tweaks mentioned above, or if there´s some advantage
when using that extra mod (and/or if there would be problems because of
incompatibilities)? Do you (or anyone) happen to know?
2.) I think I´ve used this mod about two years ago, and then removed it for some reason - I believe it was because there was a reaper very close to my base in the Kelp Forest which would never go away again (might have been due to another mod, though). Whenever I entered the game I´ve been instantly greeted by the same distant reaper screams, over days...
I´d like to give it another try now. However: Do I have to take care about something, for example when saving the game? Or are there any know incompatibilities? I ask this because I could imagine the problem back then might have been due to the savegame somehow got "corruputed" at some stage, and that the position of a reaper wasn´t changed anymore because of some "wrong" saving(?)... I´d like to avoid something like that if possible... Any problems known like that?...
Edit: yes, it does (had a no warper mod installed that was messing with it) now my cyclops is gone
I mean I know why, but still...
Seriously though this looks, great? horrible? greatly horrible? Now I just have to find a way to install it on my brother's computer without his knowledge.
And thanks for the questions!
Response:
You have it not quite right. Those numbers (80 and 120) correspond to "ecoregions," which are 16x16x16 meter cubes. In order to understand why I chose those numbers, you have to understand that the game world is 256 such cubes tall, and 121 is sea level. I'm afraid I can't tell you why 121 is sea level; that's just the way Subnautica was coded.
So setting the "max reaper depth" to 120 means that Reapers shouldn't spawn at depths shallower than 16 meters.
The end result should be that reapers can appear anywhere from 16m to about 670m depth.
I chose that 670 number (if I remember correctly), because that is just a bit lower than the ocean floor in all places. There are depths deeper than that, but they happen in caves and the lost river and so on.
The reaper depth map works in addition to these checks. The CheckRegionLegality method is very quick to rule out places that "don't make sense," and the reaper depth map helps to further refine results by attempting to check when a reaper would "go into the ground."
The reaper depth map I created for this mod is old and rough, and it would be a cool future update to use the new world height library.
Cheers!