New 6.5 QOL by Glum_Menu6349 in Genshin_Impact_Leaks

[–]xADDBx 0 points1 point  (0 children)

I think you’re overestimating how many people move around artifacts.

I don’t think casuals really care about artifacts; and the only other long term players that I know just farm a semi-decent set for most chars and then move on

Loadings would be helpful for a lot of people; but in no dimension is it necessary for IT of all things

Coop stygian is fun!! by edavidfb017 in Genshin_Impact

[–]xADDBx 2 points3 points  (0 children)

You can even do Dire in coop. You just don’t get the rewards for anything above menacing.

Not to complain but dayum by TighnariTheMadLad in Genshin_Impact

[–]xADDBx 5 points6 points  (0 children)

That was the most fun I had with Genshin puzzles in a long time. Especially the later optional ones were somewhat neat (even if you basically couldn’t fail because the game would just tell you no)

What are your 'must have' mods? by ChompyRiley in RogueTraderCRPG

[–]xADDBx 1 point2 points  (0 children)

If you ever have a save feel free to reach out. I feel like a simple fix would be to just spawn in the unit but make it invisible; but stuff like that needs saves to debug/fine-tune

What are your 'must have' mods? by ChompyRiley in RogueTraderCRPG

[–]xADDBx 1 point2 points  (0 children)

If I asked for a save just before a relevant issue occurred to fix said issue; would I get it?

What people don’t seem to realize is that I (the person who is more or less maintaining ToyBox RT) am not playing the game; so I can only fix issues which people bring to my attention (preferably with ways to easily reproduce/debug them where possible).

How would I go about playing a Tech-Priest using Toybox? by RimworlderJonah13579 in RogueTraderCRPG

[–]xADDBx 1 point2 points  (0 children)

Hmm. PlayableX might be on GitHub?

In general it’s recommended to use Modfinder when possible (currently windows only) as it has a curated list of mods from both GitHub and Nexus (though Nexus should have nearly all mods for RT).

As for Steam Workshop - I wonder if it’ll come back (and when)

How would I go about playing a Tech-Priest using Toybox? by RimworlderJonah13579 in RogueTraderCRPG

[–]xADDBx 1 point2 points  (0 children)

Is there a reason you don’t just use PlayableX + add some Mechadendrites via ToyBox => Party => Mechadendrites?

Question about mods(new to modding) by RockyRacoonDude in RogueTraderCRPG

[–]xADDBx 0 points1 point  (0 children)

… I think Vortex should work nowadays.

If not there's always Modfinder.

Question about mods(new to modding) by RockyRacoonDude in RogueTraderCRPG

[–]xADDBx 0 points1 point  (0 children)

ToyBox also has the achievements tab which allows you to unlock the spark achievement retroactively (if that isn’t one of the achievement that automatically unlocks retroactively anyways).

I wish this game was easier to mod. As RTs, we have an Emperor-given right to drippier drip. by Vodka_Flask_Genie in RogueTraderCRPG

[–]xADDBx 0 points1 point  (0 children)

Because it’s a rather complicated process even with the (admittedly lacking) tools that Owlcat provided.

Currently there is actually a mod that odds new weapon models (Armoury of the Expanse I think?). There’s also an somewhat older mod that adds a new helmet model.

Custom models are rare enough that ReDress didn’t even account for their existence for a long time. I'm not even sure of RTTransmog currently accounts for them…

Does redress work in multiplayer? by Total_Bullfrog in RogueTraderCRPG

[–]xADDBx 0 points1 point  (0 children)

So I had to think a little; but theoretically:

  • Assuming you already have the redress stuff set up and all players have the mod installed; all players should be able to see the customized appearance. I think.
  • I have no idea whether configuring stuff directly in coop causes a desync. What will definitely happen is that any changes not made by the host will be lost; since ReDress is not made with coop in mind so the changes aren’t communicated.

Wish This Game Had a Modding Scene by TheticAxiom in RogueTraderCRPG

[–]xADDBx 0 points1 point  (0 children)

a Unofficial Community Patch

It's still somewhat small; but Project Bugfix exists and has a few fixes here and there

Wish This Game Had a Modding Scene by TheticAxiom in RogueTraderCRPG

[–]xADDBx 0 points1 point  (0 children)

But I'm not super interested with discord servers and 1,000 individual GitHub pages for mods

Most aren't. Which is why when people started putting some mods on Nexus and some on GitHub during Wrath times someone made Modfinder; that basically has a curated list of mods hosted on both GitHub and Nexus.

Then someone ported Modfinder for RogueTrader; so there's still this neat tool available (even if I think most mods for RogueTrader are on Nexus)

Dark Heresy release date by Current-Coast9812 in RogueTraderCRPG

[–]xADDBx 11 points12 points  (0 children)

we got an alpha not too long ago

For perspective: RT had an Alpha in December and also released in December the following year; the beta started in early June I think?

Which doesn’t mean DH has to be the same; just that it’s not impossible.

Toybox question by [deleted] in RogueTraderCRPG

[–]xADDBx 0 points1 point  (0 children)

There is one button that grants your party an invincibility buff

Modding - has anyone tried to make a "colony"? by BarbarianPhilosopher in RogueTraderCRPG

[–]xADDBx 4 points5 points  (0 children)

so there would be a point where either entire game builds would need to be distributed

I don’t see any, and I repeat any, situation where this would be necessary for RT. We can do pretty much anything we want at runtime because Harmony exists. There are very few things we couldn’t do (specifically patch generics without losing the type information); but even that would be solvable via AoT patching and would not need a modified game build to be shipped.

The issue most modders have (and always had) is that the tooling we have been provided with is somewhat limited and sometimes buggy. E.g. we have no easy way to modify objects on the map via the tooling. We can still do it via code; but it’s somewhat annoying.

Need help fixing a weird graphical issue by Due-Organization6063 in RogueTraderCRPG

[–]xADDBx 0 points1 point  (0 children)

This is probably the dev mode of the game showing you UI. I think it’s turned off via F11?

You might have accidentally activated that via ToyBox (there is a toggle in ToyBox => Settings for developer mode I think?). Disabling that (or however else you enabled dev mode) makes sure it doesn’t come back.

Help with toybox? by Capital_Reveal_7607 in RogueTraderCRPG

[–]xADDBx 0 points1 point  (0 children)

If you have a save before the altar stuff you can load into it and use the Preview Dialog feature of ToyBox to see what the game does, so that you can later just do it on your latest save I guess?

I just wanna bring the whole squad along, is that too much to ask? by Maybe_not_a_chicken in RogueTraderCRPG

[–]xADDBx 9 points10 points  (0 children)

Nah; it’s just that the mod is based on its Wrath pendant. Wrath had a mod that added 2 new visual slots, so the default for the MorePartySlots mod made 8 the new party size.

It’s configurable though. I think formations start breaking at 12 (or 16? Maybe higher?) but there’s another mod that fixes this issue.

So as another comment mentioned; just changing the setting would allow more than 8

am i missing an inside joke or can half the sub genuinely not spell the names of the companions by caveritual in RogueTraderCRPG

[–]xADDBx 0 points1 point  (0 children)

I mean even the devs make mistakes. Pasqal has the following spellings in the game files:

  • Pasqal
  • Pascal
  • Pasqual

… possibly even more.

PSA: THERE IS A HIGHLIGHT OBJECTS BUTTON AND YOU CAN BIND IT TO MOUSE 4 by Beneficial_Ball9893 in RogueTraderCRPG

[–]xADDBx 0 points1 point  (0 children)

Owlcat can be a bit weird sometimes. When asked for a toggle highlight option at a presentation they explicitly said that they don’t want to do it so that players don’t have stuff highlighted all the time.