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mrouzon

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mrouzon

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43 comments

  1. Otto8th
    Otto8th
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    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
    1. LikonNM
      LikonNM
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      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.
  2. Ares197
    Ares197
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    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.
  3. Level12Lobster
    Level12Lobster
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    Get a crash in the Psykhanium during 'basic training' when you have to regen toughness in coherency from the bot player.

    [string "./../mods/show_crit_chance/scripts/mods/show_..."]:147: Cannot access property "profile" on destroyed object of type BotPlayer
  4. crashtestbob
    crashtestbob
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    Edit:

    Scratch that, I made a boo boo
  5. Grasmann
    Grasmann
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    Changing the code in the file hud_element_crit.lua starting from line 172:

    From:if mod._guaranteed_crit then
    mod._current_crit_chance = 1.0
    else
    mod._current_crit_chance = CriticalStrike.chance(mod._player, mod._weapon_handling_template, mod._is_ranged, mod._is_melee)
    end

    To:
    if mod._guaranteed_crit then
    mod._current_crit_chance = 1.0
    elseif (ScriptUnit.extension(mod._player.player_unit, "buff_system") ~= nil) then
    mod._current_crit_chance = CriticalStrike.chance(mod._player, mod._weapon_handling_template, mod._is_ranged, mod._is_melee)
    end

    Explanation:
    CriticalStrike.chance is accessing the players buff_extension, which doesn't exist in certain situations.
    Most likely the game code itself simply doesn't call strike chance when the player is dead.
    I think the main problem is the player not having a unit at all for a while.
    So there is no buff_extension either.

    Should prevent the crash, I think.
    I quickly tested it with 1.12 and seems to work.
    1. Level12Lobster
      Level12Lobster
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      I used this code change and I have not crashed upon dying since. Used to be an almost guaranteed crash on death from this mod.
    2. mrouzon
      mrouzon
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      Hey Grasmann,

      Thank you for suggesting this change. I incorporated it in v1.1.3.
  6. ravenmonk
    ravenmonk
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    It appears the .lua for this mod is crashing my game.
    1. ThirstyBox
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      Same, had to downgrade to v104 to stop the driver crashes
    2. Grasmann
      Grasmann
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      1.08 is working for me I think.
      I think it crashes when you die and then some buff extension is nil.
  7. sadenema
    sadenema
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    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!
    1. Mugmanlord
      Mugmanlord
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      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.
    2. seyl0n
      seyl0n
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      same here - using crosshairHUD for my UI and disabled the obnoxious vanilla PlayerWeapon segment long ago

      hope we get a feature that fixes this issue  :)
    3. mrouzon
      mrouzon
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      Hey sadenema,

      Version 1.1.0 should fix it. Please update your mod files and check, if it still occurs.
  8. VICTOR00745
    VICTOR00745
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    Theres a conflict with custom hud, if I hide the player weapon box at bottom right, this crit mod will be hidden too.
    1. Dimitrisgrr
      Dimitrisgrr
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      Yeah any way to make these seperate?
    2. VICTOR00745
      VICTOR00745
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      Got no coding background so I can't fix it. But I set my hud scale to 75% to reduce the space its taking without hide it.
    3. Dimitrisgrr
      Dimitrisgrr
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      So i used custom hud, clicked on the according hud element for the vanilla weapon/grenade ui and with the arrow keys i threw it all the way out of the screen. The caveat is i don't know how to bring it back without deleting user.config. I don't mind anyway as i use custom crosshair hud and have all my elements on the center of my screen.
    4. EXOTH0RN
      EXOTH0RN
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      My workaround was to use HUD Tweaker and disable the visibility on pretty much everything under HudElementPlayerWeapon except for crit_chance_indicator.
    5. mrouzon
      mrouzon
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      Hey VICTOR00745,

      Version 1.1.0 should fix it. Please update your mod files and check, if it still occurs.
  9. Xariann
    Xariann
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    Heya! If you have some time, could you add Riposte to the list of buffs the addon tracks? It does show up in the UI when it procs, so it should be trackable. Thank you :)
  10. LargeDongMirag3
    LargeDongMirag3
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    I love this mod so much, however I notice the base crit chance is always 5% even with weapons that have crit bonus such as tactical axes, is this like the real stat or an oversight?

    Again, fantastic mod I couldn't play Darktide without this one and the dodge counter.
    1. Velfrad
      Velfrad
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      Vet and Zealot have a base crit chance of 5%; Psykers has 7.5%; and Ogyrns has 2.5%. It seems the game doesn't add extra crit from other sources until just before the first strike.