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its really work like it
No problems with both Keepers and Losts
Here's a print of what's happening: https://imgur.com/a/aHBhSMl
Also forgotten: https://imgur.com/a/HC0WixD
The "extra" mantles in the prints is the "Visible holy mantle" I was testing both.
https://imgur.com/a/DkeF4wa
Mantles for the second player is all the way at the bottom on the screen
Also, could you make it so the three gameplay features have separate configs, not just one for every feature? For instance, you can keep the improved order of breaking and the golden Wooden Cross, but disable Wooden Cross stacking with Holy Card. Would greatly appreciate if you do that!
Mod is super dope and easily worthy of getting added to the base game btw
This could also be Lost-specific, it could make sense that it like doesn't see a health bar so it defaults to the bottom right or something. but idk. I didn't test that much
Glowing Hourglass + Holy Card is still a bit weird, though. If you use Glowing Hourglass after the mantle from Holy Card breaks, you'll get a "regular" mantle, which otherwise works like if Holy Card had been used, but this somehow allows you to stack another mantle, if you hold another Holy Card and use it. That mantle seems to go away and the issue fixes itself, if you move to another room, though.
Everything seems to work fine otherwise but can you fix that.
Under the white fireplace effect, this mod's mantles were rendering after your hearts, where in the vanilla game they render on top of them. This wasn't a huge issue on its own, but made it vulnerable to mod compatibility issues as you discovered.
I've fixed that issue, which should make things good on your end. Again, thanks for reporting it!
https://steamproxy.net/sharedfiles/filedetails/?id=2935495503
https://steamproxy.net/sharedfiles/filedetails/?id=2935495607
https://steamproxy.net/sharedfiles/filedetails/?id=2932763693
My original explanation went above the 1000 character limit, so I'll keep it brief: preventing the normal mantle icon from rendering requires replacing ui_hearts.png or ui_hearts.anm2, no other solutions.
ui_hearts.png is touched by a ton of resprite mods, so replacing that causes issues.
ui_hearts.anm2 is touched by FF and Rep+ now, so that's a no-go too.
Only solution is to touch ui_hearts.anm2 in the exact same way those two do, i.e. using CHAPI for this mod. But that API is as of yet undocumented and generally not recommended for public use.
tl;dr darkly was right. I'll be waiting until CHAPI is ready for public use before recoding a good half of the mod to remove the incompatibility.
If deleting the anm2 is all you'd need to do to solve the issue, I strongly recommend you do it to stop causing conflicts with Repentance+ and Fiend Folio.
If you want to support the new API, Repentance Plus is a good reference point:
https://github.com/MrSeemsGood/RepentancePlus/blob/main/scripts/customhealth.lua
Their mod contains the whole CustomHealthAPI script, the original is in Fiend Folio. I don't know if FF has a github, but this one is at least a recent mirror:
https://github.com/OpenSauce04/fffix/blob/master/ffscripts/customhealthapi/core.lua
If, for any reason, the animation of the shield breaking doesn't play, the game won't remove the shield.
I was playing with the "LowFX" mod and whenever there were too many effects on the screen, the mod would prevent that animation from playing, and i'd get to keep the shield, even though the sound effect of it breaking would still play and i'd get i-frames.
Of course, that doesn't happen without thes mod on, in vanilla, even if the effect doesn't play, the shield is still removed properly.
I think there's actually software that can fake connected controllers. I bet if I spent longer looking at it than I did, I'd find something that worked. So maybe I'll figure out how to fix this some day.
Other than that it should be fine.
I wish I could have got it working, it should be easy to implement. But I'd need testing to do it, and that requires spare controllers or willing labrats.