Mostly a "user" here but sometimes compelled to tinker around with mods and provide feedback for troubleshooting. Outside ModDB i'm your typical computer nerd and an aspiring Singer-/Songwriter and DJ living in Vienna (Austria), in case anyone cares ;)

Comment History  (0 - 30 of 169)
dEmergence
dEmergence - - 170 comments @ Ultimate Dialogue Expansion 1.6.0 (New Update Out)

That appears to be an issue that existed with version 2.0.5 of my mod. The most current version (2.2.4) should not have that issue anymore. Please update to that!

Good karma+1 vote
dEmergence
dEmergence - - 170 comments @ Ultimate Dialogue Expansion 1.6.0 (New Update Out)

I will take a look at it :) Will include a fix in the next update!

Good karma+1 vote
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

Thank you for the kind words, glad you like it!
Unfortunately I'm using a few functions that require modded exes which in turn makes it incompatible for 1.5.1. Hence the error you are receiving...

Good karma+2 votes
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

Should be fixed now!

Good karma+1 vote
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

Just some refactoring. So not directly. I have not figured out yet why it works fine in my tests but not in your scenarios. I suspect it depends on the reaction time of my function but I haven’t had time to thoroughly test.

Good karma+1 vote
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

I have encountered that too in previous playthroughs and it is an item on my ever-growing checklist. I‘m pretty sure it’s because of residual goodwill with that faction but I haven’t actively seeked out where to fix that for bounty squads. I will have a look now since I‘m already working on another update so I hope to have it fixed with the next release, thanks for the reminder :)

EDIT: Actually this should have been resolved in the addon "Bounty Squads Expanded" so I would recommend using that.

Good karma+2 votes
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

Thanks for the pointers! I think I should be able to make some improvements!

Good karma+1 vote
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

Then that mechanic is apparently not a vanilla npc or at least he is not included in the list of Important NPCs my addon uses as reference. Either way I just need to find his section id and add him to the list then.

Good karma+1 vote
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

Yes that’s the intended outcome in terms of relation. Reputation however is calculated in another script which I have barely touched aside from suppressing the message you normally get immediately about it increasing or decreasing. It is tied in with the overall kill count so i didn‘t want to mess with it yet. TLDR your reputation might still suffer in that scenario. I might add an optional feature in another update which allows for disabling the reputation change on „silent“ or not observed kills.

Good karma+1 vote
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

Yes thats it. I mean you can certainly also just reduce the potential load by using „default“ for most factions except for freedom and sin. Only if that isn’t enough then I would recommend disabling the feature entirely.

Good karma+1 vote
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

I have left the debug_logging active in the latest version but you can always set it to "false" in the ltx.

If you experience too much stutter you can try turning off some of the features which I know may cause them:
"Delayed Death Reporting", "Monster Neutrality", "Observer/Witness based chance modifications"

Good karma+2 votes
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

You can always add more restrictions to which factions should never allow ceasefires or disable the ceasefire rule entirely :) As for changing relation values: There is an addon called reputation editor which can be used to manually change relation values mid-game.

Good karma+1 vote
dEmergence
dEmergence - - 170 comments @ Dialogue Expanded Expanded v5 (1.5.2) (ENG)

It would replace them unfortunately. They are basically added to the same pool of strings... Any of those string names you use like "st_dyn_news_something_or_another_1" will be stored as they are. so if another file comes around containing the same string name it will get overwritten. Or rather: it will get overwritten if the other xml file name comes later than yours: Much as the script files are loaded in alphabetical order, the xmls are applied the same way if that makes sense. Just something else to watch out for. Anyhow, in general I think its good practice to choose a name that will be loaded after the xml file you want to add or change strings from.

Good karma+3 votes
dEmergence
dEmergence - - 170 comments @ Dialogue Expanded Expanded v5 (1.5.2) (ENG)

Gonna give you the same tip as the other author here: You do not have to append your additions to that one st_dynamic_news.xml. You can just put your additions into a new file, e.g. st_dynamic_news_exxpanded.xml ;)

Good karma+2 votes
dEmergence
dEmergence - - 170 comments @ Ultimate Dialogue Expansion v1.5.1 (privatised)

Quick Tip: You do not have to append your additions to that one st_dynamic_news.xml. You can just put your additions into a new file, e.g. st_dynamic_news_exxxpanded.xml ;)

Good karma+1 vote
dEmergence
dEmergence - - 170 comments @ Ultimate Dialogue Expansion v1.5.1 (privatised)

Yes. If I remember correctly then the functions selecting the messages will expect them to have consecutive indexes. so if it doesn’t find the indexes added by the first expansion it will simply think there are no other messages to use and thus not show any new ones.

Good karma+2 votes
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

Updated to 2.2.2

CRITICAL BUGFIXES:

Fixed nil index crash in mutant relations module.
Fixed issues with enemy evaluation. See paragraph below.

Revised and Fixed Creature "Neutral" Feature:

Clarification just in case: "Neutral" means that stalkers will not necessarily charge across the map to hunt down a pack of mutants and the mutants will just ignore them until they get too close. While there is always a slim chance that creatures will stay "neutral", their chance of turning hostile in close proximity with this setting is by default close to 100%. So this setting should be seen as emulation of stalkers and mutants more or less trying to avoid encounters while "Friendly" and "Allied" factions can get much closer to mutants while also having less risk of them turning hostile.
NPCs Neutral/Allied to Player should now change to default behaviour and attack mutants when player is attacked unless they are allied with mutants.
Important NPCs should be able to fight mutants in case they attack the player but they themselves will never be targeted by them.

Combat related Dynamic News and Relation Change Features:

Added option "Trigger Chance on NPC hit" to General/Chance: If enabled just attacking NPCs can trigger dynamic news reports and relation changes as much as killing NPCs does. A fifth of the death_value is then used as base. Fun fact: That way the attacked NPC might be sending the SOS himself. I will probably have to check if some messages need to be revised but most should be fine.
Added cooldown of 5-10 seconds to Dynamic News Messages regarding combat to reduce potential spamming from the same NPCs. May need some tweaking.
Delayed Death Reports are now restricted to current map by default to reduce actor_update overhead and potential stutters. Full evaluation can be turned back on by changing the "delayed_death_reporting_local_only" in the ltx to 'false'.

Other tweaks and fixes:

Fixed unlikely but possible issue which would occur if notoriety factor would evaluate to 0.

Good karma+3 votes
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

Thank you for your feedback! I‘m working on an update which should fix this problem. At least so far it looks promising. I will probably release it on sunday!

Good karma+2 votes
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

Good to know, thanks! I hadn’t had time to check yet

Good karma+1 vote
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

You mean something like that? Moddb.com

Good karma+1 vote
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

Yeah i did not get any consistent results with manual spawns either but all „natural“ spawns seemed to work. Will certainly require some long term testing though, I rarely expect anything to work at first implementation anymore xD

Good karma+2 votes
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

Very good. I‘m glad to hear that. Thanks again for reporting the issue and helping me find it!

Good karma+1 vote
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

Released Bugfix Update 2.2.1:

CRITICAL BUGFIX: Fixed issue of relations landing on -1000 or 1000 and then being stuck and not improving/decreasing respectively. Thanks to 'Kenesiak' for finding this bug! -
Rule Changes: Mercenaries are affected by all kills except zombified stalkers or mutants. If you are upgrading from a previous version you will need to apply that change manually for each faction pairing or just reset all "Rules" pages to default if you haven't applied any changes yourself. -
Added Option "Creatures ignore Important NPCs" to Creature Feature. -
Companions report on other companions by name also or not at all if it would be gossip. -
Disabled "Notoriety Factor" for Relation Changes triggered through Monster killed to balance relation change values by monster type.

Good karma+1 vote
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

Huh... very odd. Haven't encountered that before. I will investigate further and see if I can replicate the error on my system as well. Thank you for providing your logs! I will see that I provide a fix shortly!

Edit: 2.2.1 is now up and in my tests it worked fine again. Please update!

Good karma+1 vote
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

Yes I know what's going on now... The One-Way Relation Parameter between Mercenaries and Renegade is set to "Both unaffected", so their relations wont changed directly: it may only changes by interaction with other factions. Try changing that setting to something else that makes sense for your playthrough. I may also rework my default settings in the next release a bit.

Sorry for my confusion there at first. I just completely forgot about those defaults ^^

Good karma+1 vote
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

Also good to know but I meant you should reset my mod to its defaults, practically reinstalling it by removing its entries in the config file i mentioned.

For further troubleshooting it would also be important for you to enable the debug logs in „dynamic_factions_relations_customizer.ltx“ in gamedata/configs/plugins and then after an hour of gameplay or so check the log file for „Death Report“ entries. These contain information on changing relation values. If possible please upload it somewhere so I can take a look at it.

Good karma+1 vote
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

Hm… Try resetting everything from my Addon to default in MCM and see if that changes anything. Or maybe even better: remove all dfrc entries from the axr_options file and restart the game. Also do you maybe have any other mods which could interfere with the functionality of mine?

Good karma+1 vote
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

I see, yeah I can do that. I will add it as an optional tweak in the next update :)

Good karma+2 votes
dEmergence
dEmergence - - 170 comments @ Dynamic Faction Relations Customizer v2.2.4

Traders are their own faction in vanilla anomaly and generally should not be targeted by mutants by default. So there should be no need to do that unless another mod has changed that somehow again. Mine only adds another layer to the enemy evaluation to allow temporary or semi-permanent neutrality of mutants so it should not be the cause of any mutant vs. trader interaction. You may be right about the mechanics though so yes I can see that I give them some immunity from mutants in such scenarios. Edit: Actually, have you checked out „Tougher NPCs“ by hexef yet? It may not make them invulnerable but a lot tougher.

Good karma+1 vote