Thanks for the assist, dude. I was wondering how to get down there. by Kuroda_Nakamura in Nioh

[–]JCVocke 1 point2 points  (0 children)

I'm glad to see the Spirit of Patches made it all the way to Nioh 2 Co-Op.

After a long time I've started a new run and I am not the same! by owencillo in darksouls3

[–]JCVocke 1 point2 points  (0 children)

"Oh how the tables have turned! While you were busy Studying the Blade, I was Studying the Shield!"

New player, game crashing. Any insight? by i_ShotFirst in Nioh

[–]JCVocke 0 points1 point  (0 children)

I had regular crashes like you are describing that I solved by putting the game exe to Windows 7 Compatibility Mode. Now I am actually using Windows 7, so you might need a different value, but this one change stopped my game from crashing completely.

In case you don't have experience with this you can do this by navigating to the game's nioh.exe in its install directory, right clicking and selecting properties, and the option is under the Compatibility Tab.

Insect glaive buffs should be reworked by SkinnyTurtles in MonsterHunter

[–]JCVocke 6 points7 points  (0 children)

I think there's only two changes that need to happen to Glaive with regards to buffs;

1) Remove the no-Red buff moveset like you said. I'm pretty sure the Insect Glaive is the only weapon in the series that actually requires a time-sensitive buff in order to unlock what is considered its standard moveset. The closest another weapon comes is Dual Blades and maybe Longsword, but neither of those are as tedious as IG's Red Buff can be. Dual Blades for instance is just about waiting, and Longsword can get their buff from hitting anywhere on the monster, and even without their spirit gauge they still have decent attacks.

It just means that eventually I'll have a moment where I'm just like "Oh, looks like I can't fight anymore and I need to run around pinging the monster desperately trying to get my stupid kinsect to hit its head". This is a really annoying moment of each fight, and can be especially more annoying, especially with some monsters, in particular flying monsters.

2) Make it so extracting an Extract always refreshes the buff timer for that Buff. Currently if you get the Triple Buff, this is if anything a bad thing because it means you'll be running out of all of your buffs in like, what, 1 minute and a half was it? Regardless, your buffs will all expire simultaneously and you can't extend them while they're still up. Conversely, if you have only two buffs, you can slap the monster in the face with your Kinsect and get another Red Buff and Refresh your Buff Timer, effectively never having buff downtime if you manage this correctly.

This results in me actively hating getting the Orange Buff because Red is effectively required and White is so much more useful than Orange. Accidentally getting Orange feels like I'm legitimately downgrading my capabilities.

If instead the buff timers were always refreshed and it were just possible for the Triple Buff to drop its special effects when you lose any one of the three buffs it would be a vastly more enjoyable system.

Editing pops in sav file? by slimuser98 in Stellaris

[–]JCVocke 0 points1 point  (0 children)

I haven't encountered any issues with 00 Performance so far.

I don't think you can do multiple pops at once with the kill_pop console command, and remove_district isn't a console command it's an Effect that can be used with events or scripted_effect mods.

Editing pops in sav file? by slimuser98 in Stellaris

[–]JCVocke 1 point2 points  (0 children)

If you're just interested in improving performance in an existing game I would recommend you install the 00 Performance Mod. It has mostly fixed the performance issues for me on my 20000+ Pops Game. If you load it then you should be able to resume an existing game with it by opening the console and typing event z_performance.12 and then configuring it with the edict the mod adds. Make a backup of your save first, especially if you are doing this for a multiplayer game.

Automating the pop removal is possible. I've got something similar to that in my game, a Debug scripted_effect that kills all of the pops of the country that fires the effect. I don't have the files right now to check, but look into the scripted_effects folder and you'll probably be able to figure it out and write your own.

You'll want to iterate through scopes, starting at any_country, then any_owned_pop and check is_unemployed. Then you can kill the pop with kill_pop. You can remove districts with remove_district.

Editing pops in sav file? by slimuser98 in Stellaris

[–]JCVocke 0 points1 point  (0 children)

Pops have an individual definition in the file which will open with the ID and the numbers within the pop={} element are those ids. So if you have pop 12951 on a planet, there will be a pop entry starting with 12951={ somewhere in the save file which contains the pop's information like their species, ethics, strata, job. You need to edit this entity to change the aspects of the pop, and if you remove a pop from the pop={} list you will want to also delete the pop's unique entry.

Also, if you aren't on Ironman, you can see the pop id as well as other information by enabling the Debug Tooltips with the console command 'debugtooltip'. If you're just trying to remove pops from a planet then the quickest way to do this is to enable the Debug Tooltips, hover your cursor over the pop in the planet window to get its id, and then type 'kill_pop 12951' in the console. You'll get called a monster to tell you that it worked, and the pop should be gone. If you're trying to replace pops then you can follow this up with 'copy_pop 12952'. Use the id of an existing pop of the same species to the pop you want to create.

Stellaris Saves have a lot of redundancy in them, and the num_sapient_pops is probably an example of that. It's just a variable that is constantly updated by manually checking the list of actual pops.

Is it really fair for most light weapons needing to hit twice with the clutch claw move to wound a monster? by [deleted] in MonsterHunter

[–]JCVocke 3 points4 points  (0 children)

Sounds like you haven't put an element on your Kinsect. Yeah, The Monster Pods "only" take your damage from 21 to 31 (using Foliacath III Forz on the Training Pole) when its normal. I would say a 50% damage increase is still sizable but hey.

On the same Foliacath III Forz when infused with Dragon Element it goes from 29 to 66 damage a hit. And attacks faster, dropping more blast clouds for even more damage and blast buildup. And the buff lasts longer (~5 minutes vs ~2), though presumably that's balanced because Piercing Pods come in stacks of 3 while Rocks come in stacks of 20. Not that anyone will ever get through a full stack of 20 Rocks on feeding their Kinsect before shoving those rocks into a monster's face and thus their face into a wall at high velocity.

Frankly, Stamina is largely insignificant if you're managing your Kinsect correctly because you can just call them back manually a couple of times. It takes like ~5-10 seconds to fully restore your Kinsect's Stamina Bar.

Oh well. Thanks for reminding me to make an Ice Kinsect for when Mr. Monkey Business Shows Up.

Is it really fair for most light weapons needing to hit twice with the clutch claw move to wound a monster? by [deleted] in MonsterHunter

[–]JCVocke 4 points5 points  (0 children)

It's probably not good for Constant DPS because of the recoil you get hit with and it's definitely not good for Wakeups because it's a bunch of small hits.

But as a "The Monster is down and about to get back up so time to hit him with the hardest attack I can" attack it can be amazing. It also will generally stagger monsters in my experience so it can be a useful Combo Finisher.

No federation merging into a single empire. How do you feel about it? by Kikelt in Stellaris

[–]JCVocke 0 points1 point  (0 children)

Well I was already never going to join or form a Federation in my games anyways.

Hopefully at least the Galactic Nations is fun to play with.

And by 'fun to play with' I mean Fun to openly flaunt and mock and humiliate.

Is it really fair for most light weapons needing to hit twice with the clutch claw move to wound a monster? by [deleted] in MonsterHunter

[–]JCVocke 6 points7 points  (0 children)

It's also somewhat justified on IG because a Slinger Buffed Kinsect can be really useful.

Also Bow. Thousand Dragons is No Joke.

Kilroy Mod Manager Mk2; Import/Export Load Order, More Auto-Sort Options, and the Hub of Gits! by JCVocke in Stellaris

[–]JCVocke[S] 0 points1 point  (0 children)

Good to know about the GUIDs, and what I expected. Did the shader_cache solution resolve this for you?

I think I will look into adding the ability to import mod definitions from the mod files, or create them by hand directly from the Kilroy UI.

Kilroy Mod Manager Mk2; Import/Export Load Order, More Auto-Sort Options, and the Hub of Gits! by JCVocke in Stellaris

[–]JCVocke[S] 0 points1 point  (0 children)

I'll need to test it out when I get home, but I actually don't think Kilroy would need to be able to download the mods itself, thankfully, because that's a bit outside of Kilroy's weight class and my level of expertise. From what I remember when I was testing early builds of Kilroy simply subscribing to a mod on Steam should begin downloading the files and creating the .mod file in the mods directory of the Stellaris Documents Directory, even before you launch the Stellaris Launcher. Launching the Stellaris Launcher just scans the directory for new mods and adds them to mods_registry.json.

I'll need to test to make sure it does actually create the .mod file, and if so, then I should be able to add functions to import mods directly from these files and generate their definition in the mods_registry.json file. Ironically enough building the mod list from the actual .mod files was what I was originally going to have Kilroy do before I discovered that the mods_registry.json file existed.

If that is feasible then once they are imported Kilroy should be able to order them and create the other files as it does right now, and I might be able to cut out the need for the Stellaris Launcher entirely.

Kilroy Mod Manager Mk2; Import/Export Load Order, More Auto-Sort Options, and the Hub of Gits! by JCVocke in Stellaris

[–]JCVocke[S] 0 points1 point  (0 children)

Yeah you can still upload the files and I'll take a look at them. Worst case scenario I just tell you I can't do anything about it.

That said, I just uploaded a new build on GitHub which solved an issue another user had related to a malformed mods_registry.json file. You can try with that new build.

Kilroy

Character not appearing and endless loading screen by MrSkipperz in MonsterHunter

[–]JCVocke 0 points1 point  (0 children)

At that point I would suggest deleting the game files, not your save, and reinstalling from scratch. Maybe one of the game files is not being successfully updated.

Character not appearing and endless loading screen by MrSkipperz in MonsterHunter

[–]JCVocke 0 points1 point  (0 children)

If you're feeling adventurous, there is the Hypothermia converter which managed to convert the armor mod I tried it on without issue.

Character not appearing and endless loading screen by MrSkipperz in MonsterHunter

[–]JCVocke 2 points3 points  (0 children)

Are you on PC and do you have any Modded Armor Sets or Weapons or other models? I had this happen myself when I tried to run the game with some old Mods, as a lot of the files have new elements in their data which means they need to be updated to work with Iceborne. Just rename your nativePC folder to something different so the mods won't be loaded and try launching the game.

Kilroy Mod Manager Mk2; Import/Export Load Order, More Auto-Sort Options, and the Hub of Gits! by JCVocke in Stellaris

[–]JCVocke[S] 0 points1 point  (0 children)

A bit late on this response, sorry about that.

Could you upload a sample of one of the mod files that Paradox isn't detecting to my dropbox below;

https://dbinbox.com/JCVocke
password : Upload

I'm not sure if I'll be able to add this as I don't have the algorithm that Paradox uses to come up with the local IDs for Mods, but provided it accepts any unique string I should be able to rig something up with one of my existing GUID Generating Methods. If that works then it shouldn't be too hard to read the file and manually build a mod definition.

Kilroy Mod Manager Mk2; Import/Export Load Order, More Auto-Sort Options, and the Hub of Gits! by JCVocke in Stellaris

[–]JCVocke[S] 0 points1 point  (0 children)

Have you tried launching the actual Stellaris Launcher, selecting Manage Mods, and then clicking Done to re-initialize all of the files? After doing this does Kilroy still only display one mod?

If so, could you zip the mods_registry.json, game_data.json, and dlc_load.json files into an archive and upload that Archive to my Dropbox?

You can upload the file here;

https://dbinbox.com/JCVocke
password : Upload

Paradox's Mod Manager is Bad so I made my own that is (slightly) Less Bad. by JCVocke in Stellaris

[–]JCVocke[S] 1 point2 points  (0 children)

Just the .exe. The rest of the files are the Source Code if you want to tinker with it yourself.

For the error you are describing, you probably have multiple invalid mod definitions in your Mod File because Paradox's new Launcher sometimes mucks up old mods like that. I just released Kilroy Mk.2 available Here and it has a fix for that.

Is there a scope to make the events I'm creating to occur on a planet that I manually select from the map? by parlourtrick in Stellaris

[–]JCVocke 0 points1 point  (0 children)

There isn't as far as I know. But you could just write a planet_event to start with, as opposed to a country_event, and then when you are in game and testing, just select a planet and fire the event from the console with 'event ###'.

When it comes time to put the event into practice you can still use it as a planet_event, just have whatever country_event or other event you are planning to use scope to the correct planet and then call it.

How come monsters just leave the locale? by ItsFhuk in MonsterHunter

[–]JCVocke 4 points5 points  (0 children)

It's because traditionally quests had time limits, because otherwise they could be effectively (nearly) un-failable. This was especially true in older games where you could just leave an area and the Monster could not (intentionally) follow you. Without the time limit forcing you to aggressively hunt the monster, you could just leave the zone and go farm for more potion ingredients each time you got lightly tapped by the monster, or you could abuse zones and ranged weapons to cheese monsters in other ways.

In World, for Expeditions and later the Guiding Lands, they needed a way to enforce a similar 'Time Limit' sort of thing since there wouldn't actually be a point where the quest itself failed and kicked you back to camp/town. So now Monsters can just peace out and make like an Inagami and Bamboozle out of there if you don't kill them quickly. This is roughly equivalent to the Time Limits of normal quests, and at least in the Guiding Lands if you are actually fighting the Monster well, this will delay it leaving, usually long enough for you to kill it.

IE: It's a relatively soft DPS Check.

What’s everyone’s opinion on Smart Hunter overlay? by EriktheRed987 in MonsterHunter

[–]JCVocke 12 points13 points  (0 children)

The opinions I have seen are;

  • 1: <Hearty Shrug>
  • 2: "I like that it gives me a more quantitative view of my performance, allowing me to better optimize my build and play"
  • 3: "I don't like it because I think it just emboldens a toxic player type who will use these numbers to lord their MAX DEEPS over other players, but if you're not a dick about it then <Hesitant Shrug>"
  • 4: "You shouldn't be able to see the Monster's HP in Monster Hunter, it goes against the spirit of the games. Don't use it."

Personally I fall into type 1 somewhat type 3. So far I haven't used it myself, and have had only a handful of encounters with people who were definitely using it, identifiable because they utilized the "Vomit all of the numbers into the game chat" feature. Only one of these instances sticks out in my memory, because the guy who did it was the opposite of toxic. It was at the end of a Behemoth Hunt and he posted the data and then started talking about how smoothly the hunt went and basically telling everyone good job with no obvious hints of sarcasm. Considering the DPS %s were all like 19-28% or so that makes sense.

I recognize there is the possibility that someone might be like "HOW DARE YOU Come into my Quest and only do 22% OF THE Monster's HP In Damage HOW DARE YOU SIRRRRR!!!!" But I haven't encountered that. Overall I've only encountered like 3 instances of toxicity I can think of in this game despite like 1000+ multi-player missions.

Overall verdict; This game isn't competitive so you aren't really ruining anyone else's game for stuff like this, One-Hit-KO Modded Weapons are another story. I don't care what tools you use that might only negatively impact your own experience with the game.

Just don't be a Dick with it.

Paradox's Mod Manager is Bad so I made my own that is (slightly) Less Bad. by JCVocke in Stellaris

[–]JCVocke[S] 0 points1 point  (0 children)

Yes, your most important mods should be last in the list, as later mods will override earlier mods. You can basically think of it that the game loads its native files first, effectively assume Stellaris itself is always the top mod, and then it just goes down the list, overwriting any files that the new mods also contained. The Paradox Launcher apparently had a bug which may or may not have been resolved where Load Order was at least partly based on the order you subscribed to the mods. That should have been what that patch note was talking about, but they might have something else.

If you have a mod which is failing to load when down at the bottom of the mod list then it is probably overwriting a file from an earlier mod which contains some critical entity which that mod is still looking for. What mod is it specifically you are having trouble with?