Beautiful mod, I only play with it now. Thunderstore so I hopped over to give my kudos. If interested/still active what are your thoughts on an optional additional system for a build que w/ the hammer for loaded set to stay people within range of damageable saplings (a check even for axe wielders and their damagables) that they will build, and "guards" own claiming of unclaimed beds within range (a check even for an additional "guarding" toggle so they ignore night or sleep when staying), all just qol and ideas. As always, may best be to and from you and yours.
Hello, I have a problem, I have the Renegade Vikings mod installed and I have tamed viking that can go into dungeons with me with the mod Teleport Everything, but I can't seem to get them out of the dungeon, for some reason, are this two mods compatible, It even says on screen teleporting with 1 ally, but after I go out of the cave its still inside, any suggestions on how to fix this?
great mod, just saying archers arent fun to fight^^ they circle around with infinite stamina, keeping range, especially annoying in the swamp. chasing those a-holes around pulls all kinds of other things, and then i can fight a ton of melee things while that archer still circles and shoots, or i can stand in one place and trade arrows which will take a while- needless to say if you cant trade youre forced to chase, so back to plan a- trying to kill everything while circling a tree to avoid arrows until i can chase that mf through the swamp again. they just run too fast, sprinting speed, arent limited by stamina, AND they team up with all of the undead things. i cant wear heavy armor bc otherwise im slower then them cause i need a shield to survive the arrows. no vanilla ranged fighter has greydwarf circe run a.i., my suggestion would be to disable that, and actually for most of the melees too, i think it only really makes sense for lightly armored dagger or spear types. imagine a bronze armor clad warrior with a shield sprinting around you in circles, thats just not human and it drags out the fight.
also im a bit weirded out by iron armored vikings in an area where i went to find iron, shouldnt they be equipped bronze level like? to simulate them looking for iron too? also its ofc kinda tough to face this while not having it. i know its configurable, mentioning it anyway
Hey buddy love the mod, lots of fun and it runs smoooooth in my server, but I have a question!
It's there any way to change the clothes and weapons strings for the npcs? I mean, I've seen the code and I can see the string with the list of tunics, hats and weapons for the neutral vikings for example, but there's no config for it and I can't figure out how to change the code and make it again into a functional dll!
It's a visual thing for me, I would like to play your mod exactly as it is, but I would prefer my neutral vikings to look like warriors, with armor, and a combination of banded shield and iron bucler with sword, maces or iron axes.... you know, viking warriors!
The combination of yule hat, a yellow tunic and a massive shield made of bones with a tiny knife... it might be funny but it really triggers me, I would like to configure this, even if it's just visually and it doesnt affect how they act and how much dmg they take. any chance that you could implement somethign like that in the mod or help me to get it to work?
Ty in advance, and again, awesome mod, we are enjoying haunting overlords!
Hey, love the mod! as a solo player, it makes the game more alive!
However one thing, please more accessibility to configuration. There is this trader npc that is immune to attack from other npc or mobs which can cause a distraction while they try to hit him... I was able to disable him but couldn't find out how to disable his immunity.
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they circle around with infinite stamina, keeping range, especially annoying in the swamp.
chasing those a-holes around pulls all kinds of other things, and then i can fight a ton of melee things while that archer still circles and shoots,
or i can stand in one place and trade arrows which will take a while- needless to say if you cant trade youre forced to chase, so back to plan a- trying to kill everything while circling a tree to avoid arrows until i can chase that mf through the swamp again.
they just run too fast, sprinting speed, arent limited by stamina, AND they team up with all of the undead things.
i cant wear heavy armor bc otherwise im slower then them cause i need a shield to survive the arrows.
no vanilla ranged fighter has greydwarf circe run a.i., my suggestion would be to disable that,
and actually for most of the melees too, i think it only really makes sense for lightly armored dagger or spear types.
imagine a bronze armor clad warrior with a shield sprinting around you in circles, thats just not human and it drags out the fight.
It's there any way to change the clothes and weapons strings for the npcs? I mean, I've seen the code and I can see the string with the list of tunics, hats and weapons for the neutral vikings for example, but there's no config for it and I can't figure out how to change the code and make it again into a functional dll!
It's a visual thing for me, I would like to play your mod exactly as it is, but I would prefer my neutral vikings to look like warriors, with armor, and a combination of banded shield and iron bucler with sword, maces or iron axes.... you know, viking warriors!
The combination of yule hat, a yellow tunic and a massive shield made of bones with a tiny knife... it might be funny but it really triggers me, I would like to configure this, even if it's just visually and it doesnt affect how they act and how much dmg they take. any chance that you could implement somethign like that in the mod or help me to get it to work?
Ty in advance, and again, awesome mod, we are enjoying haunting overlords!
Edit - figured it out, equip on tool bar and use when facing Viking
However one thing, please more accessibility to configuration. There is this trader npc that is immune to attack from other npc or mobs which can cause a distraction while they try to hit him... I was able to disable him but couldn't find out how to disable his immunity.