when i set x/y coordinates for this mod, it never remembers after relaunch of the game where that spot was for me. anyone else have this problem w/ this mod
was able to fix the crash by commenting out piece that causes it. file - show_crit_chance\scripts\mods\show_crit_chance\hud\hud_element_crit.lua lines 147-150, just add `--` before each line --if not mod._player.profile then -- crit_chance_widget.content.crit_chance_indicator_text = "" -- return --end
Looks like there's a crash in the Pyskanium right after you get the bot to generate toughness from coherency. Log is too long to add in the comments, so let's hope this pastebin works:
Can confirm, crashed and this mod was blamed, removing it fixed the crash. No joke, this game is a lot less fun to play without seeing a big crit number, please fix soon!!
Thanks for the mod! It's nice to track procs and such. I do have a bug to report. On Psyker, the 'True aim' talent is not tracked properly if you change weapon. So if I farmed 5 weakspot hits with my sword, I don't get a 100% crit chance indicator on my staff.
great mod, super helpful for testing builds. if possible, can u make it compatible with customhud as a toggleable element? from what i can tell, the visibility of the indicator is tied to the visibility of PlayerWeapon hud element. when i hide PlayerWeapon it also hides the crit indicator. not a super big issue, but i prefer having PlayerWeapon hidden since i use a crosshair hud for that instead. it'd also be easier to move the indicator through customhud rather than the sliders in the mod menu. nonetheless excellent work!
I can confirm that it is tied to visibility of PlayerWeapon hud element as OP said.
I think it either has to be its separate entity from this hud element or be compatible with crosshair hud. Preferably both if possible.
I play a full crit build and its unfortunate that I will not be using this because the UI of PlayerWeapon is simply huge and creates way too much clutter.
Having an issue where whenever I load into a new Instance (Psykhanium or Mission) the crit indicator gets offset to the right and is set back to centre as soon as i move the horizontal offset at all and set it back to 0 its back to normal until the next load into a new mission, tried downgrading and updating to the newest release, tried setting back to defaults or using a fresh install of the mod but It consistently gets offset
I think I have the same problem. Everytime I launch Darktide, the first game I have the crit indicator out of place (X offset only, Y is correct). So I have to go to settings, move the X Offset bar (I put it in the same value as before), to fix the position. It stays in the same place for all games until I close Darktide.
Great mod! Any chance you can add "Show lucky chance" too, for the Ogryns? there're couple things affecting lucky chance, and one of those buffs keep disappearing from screen constantly.
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file - show_crit_chance\scripts\mods\show_crit_chance\hud\hud_element_crit.lua
lines 147-150, just add `--` before each line
--if not mod._player.profile then
-- crit_chance_widget.content.crit_chance_indicator_text = ""
-- return
--end
https://pastebin.com/hawK4Bhu
I do have a bug to report. On Psyker, the 'True aim' talent is not tracked properly if you change weapon. So if I farmed 5 weakspot hits with my sword, I don't get a 100% crit chance indicator on my staff.
I think it either has to be its separate entity from this hud element or be compatible with crosshair hud. Preferably both if possible.
I play a full crit build and its unfortunate that I will not be using this because the UI of PlayerWeapon is simply huge and creates way too much clutter.
hope we get a feature that fixes this issue :)
Version 1.1.0 should fix it. Please update your mod files and check, if it still occurs.
Any chance you can add "Show lucky chance" too, for the Ogryns? there're couple things affecting lucky chance, and one of those buffs keep disappearing from screen constantly.