Comments (12)
Alright, that did it! infrared vision mutation is working on the character now! thanks so much. I'll close this.
from brightnights-structured-kenan-modpack.
I've tested BN+Targeted Mutations, all night vision related mutations are working correctly. Infrared serum must be injected several times on "regular" character to produce IR effect, and it will be passive, while night vision must be activated manually in the mutations menu.
But nothing is crashing, so can't reproduce.
Please provide crash error text (use debug.log
inside 'config' folder) and basic info about your game:
Escape - Debug Menu - Info - Generate game report
It'll be saved into debug.log
and to the clipboard.
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In my main game, i tried spawning in 20 of the serums and taking them all, but nothing happened, there was no text output or anything. just got pain and thirst from it.
But in the test world I made, I am no longer able to replicate the crash. So I have no idea. Im ok to close this unless you have any ideas.
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If you still got your problematic save file, you can toss it here, I'll look into it.
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Alright, thanks. At first, I thought it could be the paragon of veil threshold from Arcana. but I removed all traces of that from the save files, and infrared vision is not a threshold mutation anyway. Also, all other TagMu serums seem to work just fine.
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Ah, forgot to mention - you should pack not just char save, but world as well since all the mods info, world cells and relevant log files are tied together. Just pack the whole worldname
folder to be sure.
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Alright trying that but it just says "is not included in the list" it's 55Mb is that too big for it ?
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It would seem so, world data is taking some space indeed. You can toss it via cloud service of your choice.
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Yeah ive been playing in it for quite some time. ok here it is. https://drive.google.com/file/d/11YGsIwYrN7DWmP7zfPTSF_6PqwwV9EPU/view?usp=sharing
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Alright, your character have telescopic eyes installed. This is actually fully replacing them eyes with machinery, rendering all beneficial mutations non-valid and canceling any existing ones. This is base game balance question and here is open discussion about it: cataclysmbnteam/Cataclysm-BN#1190
Outside of this scope, everything seems to be working fine.
edit: unable to reproduce crash once again, but feel free to try and do that again, this may be something else.
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Omg. Thanks so much. I was poring over the save file trying to find any leftover threshold information, I never would have figured that out. Is there a quick way to use debug to remove a cbm so I can test that ?
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To test that you can simply use Bionic Operator from Aftershock and Targeted Mutations mod in new world and new save, nothing else.
If you want to edit your character, I think we don't have the meanings to debug uninstall bionics right now. There is debug bionics installation mutation available, but this is for installation only, right from inventory.
You can edit your save file, find then remove the following:
{ "id": "bio_eye_optic", "invlet": 100, "powered": false, "charge": 0, "ammo_loaded": "null", "ammo_count": 0, "bionic_tags": [ ] },
and
{ "bionic": [ "bionic_id", "bio_eye_optic" ], "character": [ "character_id", "1" ] }, 1 ],
this will remove telescopic eyes from your character.
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