Fire Red Mods

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Aron Eugine

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Aug 5, 2024, 3:56:01 AM8/5/24
to crinrehamo
Thismay be totally intentional, but wasn't specified anywhere ? The main post does state "Semi-Auto Fire weapons only", but doesn't account for trigger-switching weapons. Unless stated otherwise by DE, this is indeed a bug, or an oversight. If it's intentional, please lock this.

It would be nice if the mod could still be equipped on these, but only apply its effects on run-time, checking if the current trigger is indeed semi or not. For instance, the Tenet Plinx would gain the bonus damage, the punch through and the fire rate lock on its base attack but won't affect the alt-fire. Then, I would argue that the "charge" trigger is technically still "semi" as per the semi-auto definition ; "requires the shooter to manually actuate the trigger in order to discharge each shot", but I think that's not the actual problem, the charge is just a wind-up to a temporary trigger type ; if after a charge, you fire a burst, it makes sense that the mod is no longer eligible, but in the case where a charge still ends up in a singular shot, it should be eligible.


Sorry for the machine translation.

I would like you to do it because I think it is not good that weapons that do not perform well enough are not enhanced as a result of adjustments based on stronger weapons.(such as stradavar...


Do have a question. When running this mod along with fire danger I get a series of red xml errors but as far as I can tell they aren't effecting the functionality. However I've noticed a couple things. Grass doesn't seem to burn, nor do burning zombies seem to spread it. Also. The fire danger mod doesn't have a root folder when exported. So I manually made "mjFireDanger" and exported it into that folder. Am I doing something incorrectly?


Yes. That's the one. Uses 0-Score and your fire mod as dependencies. I'll have to try your mod without that one real quick to see if I'm still getting errors. Is it normal for your mod to throw a couple of errors on its own? As stated it does still load and seem to work despite the errors so I'm not entirely sure exactly what aspect of it is failing yet.


I believe gupFireMod default did leave the vomit setting fire initially but was disabled pretty quickly in testing. The cop exploding however should still set fire to blocks in range that aren't destroyed by the explosion damage.


I haven't been able to create a condition locally to cause it to generate red errors on my end using only SCore, gupFireMod and my own Fire Proximity mod. Nor in Purgatory's 400 mod set did it cause me issues.


@Guppycur I have spent the better part of a day trying to find where the setting/config is located to make cop spit create fire like bubles spit.... I am not a good scripter and am struggling. I have found the item in hand in the original game files but see no reference to it in the mods. I tried to add the condition "" to the main game files under the item - ammo for cop but doesnt work. I know these mods made bubles create fire but I cant find where that is because I could emulate that for the cop.

Any help would be great....


I'd recommend fires eventually burning out, especially on containers - as the fire extinguisher isn't fully working yet losing all your wooden storage containers or pre-made base from a single vulture vomit that spreads infitely


There are lots of damage adjusters and anti-damage-sponge mods, this one is just my flavor. boosts the multiplier of weapon skill and strength/agility bonus. I ALSO lowered the durability reduction rates and balanced the repair hammer accordingly.


MASSIVE thanks to the folks at the Skyrimmods discord for their immense patience and help in teaching me about scripting, couldn't have done it without you. I don't actually know y'alls nexus handles, but if you want, let me know and so I can credit you properly :)



Thanks to Excinerus for their trap script!


There's mods that changes the spawning paramenters, but this ones shouldn't affect to ice&fire creatures, cause thoose are not naturally spawned, they're spawned with the structures instead.

Rats mod have a low chance to spawn rats if you didn't make a garbage field, but thinking about it.

The both mods that you mentioned gives an archievement to the player first time he joins the world.

If you didn't read of the chat any of the archivements, then the mods are just not loaded.


- The files are compresed in .zip or .rar

- You think you downloaded that mods, but you download them for a random weird site and its a fake file.



How to NEVER have problems like this while installing mods?

Using the aplication of curseforge.

Its really easy to use, allows you to create different instances in different versions with diferent mods and took like 5 minutes to get ready a working minecraft custom modpack without this kind of problems that you have now.


That sounds like some of the config files had weird information that the mod can't read properly, but if that was the case, the game should have sended some kind of error message instead of running without the mods.

Do you have instaled any other mod that can affect to the world spawning?

For example, on 1.12 there's a mod called "biomeTweaker" that changes the mob spawning on each biome, that mod autoupdates the spawnlist when you add more mods cause only saves your custom settings. But any other mod that makes something similar and doesn't have the custom config separated from the original one, can cause this.



Can I see what other mods did you installed to figure out why does that happened to you?


Makes sense, that modpack have several issues in more than one way.

But actually on that aspect, I think that then it WASN'T an error, cause modpacks usually use mods to control and customize mob spawning.

That's... why they're made. The configuration that you deleted is the configuration that the modpack creators wanted.

Last time I tried that modpack, plague doctors spawn, but rats doesn't like the mod usually do. To get rats you have to craft a trashcan and make a place for them to spawn.


So right now, you're no longer playing ATM6, you just using the same mods.

So... yeah, for now on you can't blame lack of content and archivements on the modpack cause all of that is on the folders that you deleted.

This settings are usually made for balancing and giving the player a better experience.



Also, if I can do a recomendation, if you doesn't want that the modpack creators decide the game for you, you should choose the mods by sourself.

Just cause that modpacks adds A LOT of mods that most of the players didn't even use and sometimes didn't event like. So that not only ruins you're game experience, also gives you a lot of unnecessary lag...


4. When I had Rudy's for Obsidian weathers, the nights and dungeons were too bright (with Lux and Lux Via). What setting on your enb do you use to manipulate dungeon interiors and night time exteriors to make them darker? I tried the Darker Dungeons mod, but that hardly put a dent in it.


Hello,


1. Is there an effective enb manager a lot of people use, or do you just delete all of the enb-related items for the SSE folder and redownload the binaries and a new preset every time?


Sorry, I'm not sure which .ini you are talking about. If you mean enblocal.ini and/or enbseries.ini, you should use the ones provided by your new ENB (which doesn't mean that you can't change some settings).


Technically, you don't have to use it. Embers XD is definitely ready for complex particle lights. No sure about Inferno. Also, complex fire particles can be quite demanding. Just try for yourself, see how it looks and if the visual improvement is worth the performance loss... I usually tend to disable complex fire. Nice and all, but too heavy on performance...


Again: Give it a try. IMHO, both ELFX Shadows and Lux are great lighting mods. You can't go wrong with either of them. Lux seems to have overall darker interiors than ELFX Shadows, so the latter may be for you.


I've installed Realism Overhaul and real heat, real pulme etc. (Which comes with overhaul mod). But this mod adds strange engines, it changes the size of default capsules, default engines etc. I just want to make the fire effects better.


This Fire Mod is so awesome, I nearly burned down my base testing the molotovs. Not kidding, as I just realised their is a fire extinguisher, as water does not work. The fires do spread to other wood structures, and can be seen from the air while in gyrocopter. Thank you.


I added the mod to my directory on my multiplayer server. im getting the destruction of blocks, but no fire or fire spread with the flame thrower. entities will light like normal. i didnt go any further than placing the folder into my directory. any suggestions on what to do next?


Fire Rate Mods are basic weapon modifiers that increase the speed at which bullets can be fired from the gun, not to be confused with the speed of the bullet itself. As they are weapon mods, they will only work on a specific class of weapon; meaning that a Sniper Fire Rate mod will not be compatible with a Shotgun.


Increasing the voltage will increase the speed at which the motors spin, increasing initial range and rate of fire. That's why Rapidstrikes with a 3S LiPo (2x normal voltage) can spit out darts faster than a Magstrike.


180's will increase the maximum torque output. This will increase the range of sustained fire, due to the spinning parts having more mass.


Increasing the voltage will increase the speed at which the motors spin, increasing initial range and rate of fire. That's why Rapidstrikes with a 3S LiPo (2x normal voltage) can spit out darts faster than a Magstrike.


Rate-of-fire is largely determined by the pusher motor. This is the biggest difference between the Rapidstrike and the Stryfe-like blasters - Pulling a Stryfe trigger manually pushes a dart into the flywheels, but pulling a Rapidstrike trigger engages a motorized gearbox that pushes a dart.

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