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defallt

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d3fallt

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32 comments

  1. xiongtianqi
    xiongtianqi
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    GUID: 97445d8f-a2f7-4db2-96c1-14cbababa873
    Log File:
    Info Type:[Script Error]: …/extension_systems/force_field/force_field_extension.lua:444: bad argument #2 to ‘destroy_actor’ (Actor expected, got no value)


    Its related to the mod, ‘I wanna see’ and the trials upgrade that spawns psyker shields on grenades. You can re-enable the psyker shield in the mod options and it should fix any crashing until the mod gets updated

    hordes_buff_spawn_dome_shield_on_grenade_explosion
    虚空穹顶 - 手雷爆炸时生成亚空间防护力场
  2. backup158
    backup158
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    A few people have mentioned getting crashes in Mortis Trials when using this mod and a shield from a Void-blessed Grenade despawns.
    I didn't see anything in the logs directly pointing to this, but all of the users had the mod installed, the error is related to void shields, and one of them stopped crashing when they disabled just this mod and reproduced the situation.
    Since I didn't see a clear link in the logs, I figured you'd want to take a look to confirm.

    I threw one of their logs onto pastebin
    There's a few other logs here in the modders discord in #mod-bugs: https://discord.com/channels/1048312349867646996/1079236212239384597/1360705798182797392
    And here's the results of testing it with offline trials, which found that disabling i_wanna_see made the crash go away: https://discord.com/channels/1048312349867646996/1079236212239384597/1361020756590334167

    edit: pasted the wrong log at first lmao
  3. GeorgiyPulpy
    GeorgiyPulpy
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    Update pls broken after Nightmare & Visions
    1. GardenVase
      GardenVase
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      From the Darktide Mod discord:

      Make sure to change all instances of this in i_wanna_see.lua file:

      from:
      local Action = require("scripts/utilities/weapon/action")
      to:
      local Action = require("scripts/utilities/action/action")
    2. d3fallt
      d3fallt
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      New version uploaded! Special thanks to wobin for finding a fix quickly!
  4. Urzorn
    Urzorn
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    Any chance of giving this mod an opacity slider instead of fully removing the effect? I would love to still see at least a bit of it to better gauge distances and see what I'm hitting.
    1. d3fallt
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      No plans at the moment. It's not possible (that we know of at the moment) to adjust "intensity" of VFX besides the Peril FX setting in the base game. Fatshark wrote verbose code to actually allow that one feature to have a slider, nothing else seems to let you adjust other effects currently.
    2. Urzorn
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      Yeah, I actually went into doing it myself after asking, and came to the same conclusion that it wasn't a case of "nobody has thought of this" but rather a case of "it is not possible within the game". 
  5. bendking
    bendking
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    Could you add the ability to remove the visual effects of Perils of the Void?
    1. d3fallt
      d3fallt
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      Do you mean the "overloading" VFX that appears when you are about to blow up as Psyker?
  6. dankymemerrr
    dankymemerrr
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    I love this mod.

    Would you potentially be able to make it change the colour of friendly fire grenades etc?

    There are some other mods that change the colours but it is to things that are confusing... just want to know if it's our fire, or enemy fire!
    1. d3fallt
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      I'd love to, sadly it appears grenades are mostly server side :(
  7. This is a good mod. One suggestion:
    Maybe you can make it so the player model glows blue when they're in the blue ring of the bubble shield?

    I noticed that the player turns blue when they touch the blue ring from the mod. Maybe you can make an option for the whole circle to be blue and also the player to be blue as well.
    1. d3fallt
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      Hmm I didn't really notice that happening haha, it's most likely an unintended effect. Regardless, this is a good idea! I'll dig into player outlines and see if it's something I can add manually!
  8. harikenn
    harikenn
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    would love to see this lessen the effects rather than remove them, its a huge problem id like to see fixed but completely removing them causes gameplay issues, i know theres mods that add a visual radius to medikits, maybe something like that is doable?
    1. harikenn
      harikenn
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      thank you for implementing this! i can seeeeeeee!!!
  9. azmodune
    azmodune
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    Could you also remove the effects from the other staffs? I forget what they're called but a big offender for me is the one that shoots a big ball when you hold right click
  10. nmjmud
    nmjmud
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    One day, I hope to see the likes of this for smoke grenades. 
    One day. 
    Until then, I'm happy this exists. 
    I already have smaller flames (pilot light) activated for flamethrowers and Purgatus, but it's nice to explore options. 
    Worth a try. :)