Closed jpw1991 closed 1 year ago
Hey there! This sounds pretty dope. I don't use this mod, but happy to take a look at it, to see what kind of compatibility we can build-in.
Do you have a backpack model (maybe unity asset) that you have in mind?
Also, what would I need to know about the effects of ghost summon and increase to necromancy? How are they applied to the item? is there a specific format.
And lastly, does your MOD require the use of an API DLL to hook into it?
Awesome! Thank you.
Do you have a backpack model (maybe unity asset) that you have in mind?
Although I have been meaning to try your mod (inventory space is a pain in Valheim) I haven't tried it yet. Just looking at your pictures, I ordered them from most suitable (1) to least suitable (6) for a Necromancer. But that's just my opinion.
Number 6 could also be great if it had a darker theme because it would also double as a cloak. Any of them could perhaps be embellished with necromancy themed things such as a skull, bones, or a shovel.
Also, what would I need to know about the effects of ghost summon and increase to necromancy? How are they applied to the item? is there a specific format.
So in my asset bundle I have the following:
Then in the Awake
of the cloak itself, once the custom Necromancy skill has been set up, this is set on the status effect to replace the default Sneak:
public override CustomItem GetCustomItemFromPrefab(GameObject prefab)
{
ItemConfig config = new ItemConfig();
config.Name = "$item_friendlyskeletonwand_spectralshroud";
config.Description = "$item_friendlyskeletonwand_spectralshroud_desc";
if (Allowed.Value)
{
if (string.IsNullOrEmpty(CraftingCost.Value))
{
CraftingCost.Value = DefaultRecipe;
}
// set recipe requirements
SetRecipeReqs(
config,
CraftingCost,
CraftingStationRequired,
CraftingStationLevel
);
}
else
{
config.Enabled = false;
}
CustomItem customItem = new CustomItem(prefab, false, config);
if (customItem == null)
{
Logger.LogError($"AddCustomItems: {PrefabName}'s CustomItem is null!");
return null;
}
if (customItem.ItemPrefab == null)
{
Logger.LogError($"AddCustomItems: {PrefabName}'s ItemPrefab is null!");
return null;
}
// make sure the set effect is applied or removed according
// to config values
customItem.ItemDrop.m_itemData.m_shared.m_setStatusEffect =
NecromancySkillBonus.Value > 0 ?
BasePlugin.SetEffectNecromancyArmor : null;
customItem.ItemDrop.m_itemData.m_shared.m_equipStatusEffect =
NecromancySkillBonus.Value > 0 ?
BasePlugin.SetEffectNecromancyArmor : null;
return customItem;
}
And lastly, does your MOD require the use of an API DLL to hook into it?
It uses both Jotunn and Harmony, so yes. I think so.
Hi @jpw1991 !
So, I have completed this request and I have released a Release Candidate preview of the next version of Adventure Backpacks that includes this compatibility.
Please visit: https://github.com/Vapok/AdventureBackpacks/releases/tag/v1.6.5-beta to obtain the plugin zip file.
I recolored one of the backpacks as the Spectral Shroud of Holding.
You'll want to add a language translation key into your mod: "item_friendlyskeletonwand_spectralshroud_backpack" as the "Spectral Shroud of Holding". As long as the key is the same, what you call this backpack is up to you. Happy to have you call it whatever.
Additionally, while I reskinned this backpack if you happen across a better backpack/unity asset that you'd prefer to have, simply rig and include the Prefab in your asset bundle, and let me know the prefab name. I'll load it directly.
Hey Vapok. Big fan of your mods, thank you much for taking this request. I am very grateful to both of you and hope to return the favor as I get better at building mods myself.
As I am new to this whole process. Does this mean the update is live and Thunderstore mod manager will should handle the update, or is that a process that will take you some time?
Hey there, thanks for the kind words! The update has not been uploaded to the mod stores yet. It's in what's called Release Candidacy.
If you go to this link https://github.com/Vapok/AdventureBackpacks/releases/tag/v1.6.5-beta, you'll be presented with the option to download the Mod zip file, which is just like what you download from Thunderstore or Nexus.
If you want to test this before it hits the store you can follow this process:
1) Disable Adventure Backpacks from the Mod Manager
2) Download the Zip file from the link above.
3) Open up Thunderstore Mod Manager and go here:
4) It'll ask you to select the zip file (you can choose the one from the release page I just linked, and that will manually install the mod.
5) ???
6) Profit? -- At this point you should be able to click "Start Modded" and it'll fire up.
Thank you. Adventure backpacks really is one of the most well-done and useful mods for this game. I have tested more than 800 mods and counting and you are always my top 3 in every modded experience I want to build.
I'm testing now. Here's my pre-release if anyone wants to test too.
Woohoo! Looking good
@Vapok My 2 cents: I 100% love the bag choice, its exactly the one I was thinking given the flowy creepy cape factor one goes for when one thinks of necromancy. I have three finishing touches requests.
Hello, a user currently testing this reports that the Rugged Backpack is also increasing necromancy level
Yeah, so effects are attached to a specific label, that I'm calling Biome, though they work regardless of which Biome you're in. So, Rugged Backpack and the Necromancy Pack I placed in the Black Forrest biome, which means they are getting the same effect. You would need to change the biome of the pack.
As I'm typing this, I'm now realizing the design pattern issue that I have as I want to increase bags.
Let me noodle on that. In the interim, you can set Rugged Backpacks to None, which will remove the effects, and still allow the bag to work.
With regard to the comment about the bag and its design of it. I should preface this by saying, I am not a graphic artist nor am I a wizard in Blender and unity. I actually have no idea how to skin models or create the maps that are made for them. I can rig models, I can edit model shapes in Blender, can weight-paint models in Blender, can attach them to the Armature in Blender, and can import them into unity, and get them wired up in the game.
But I'm not sure how to add elements to them or more important add the appropriate skin to those effects. I just know they exist as files. All I did recently was open up the png skin file and use a recoloring tool.
What I do know.. is that I'm happy to either export this bag out of my Unity, let you all modify it the way you want in your Unity, and then I can import the prefab from your asset file, similar to how I'm importing your Status Effect from your asset bundle.
Cheb do you want us to play around the design together?
On Sun, Feb 19, 2023 at 10:50 AM Pete Navarra @.***> wrote:
With regard to the comment about the bag and its design of it. I should preface this by saying, I am not a graphic artist nor am I a wizard in Blender and unity. I actually have no idea how to skin models or create the maps that are made for them. I can rig models, I can edit model shapes in a blender, can weight-paint models in Blender, can attach them to the Armature in Blender, and can import them into unity, and get them wired up in the game.
But I'm not sure how to add elements to them or more important add the appropriate skin to those effects. I just know they exist as files. All I did recently was open up the png skin file and use a recoloring tool.
What I do know.. is that I'm happy to either export this bag out of my Unity, let you all modify it the way you want in your Unity, and then I can import the prefab from your asset file, similar to how I'm importing your Status Effect from your asset bundle.
— Reply to this email directly, view it on GitHub https://github.com/Vapok/AdventureBackpacks/issues/63#issuecomment-1436036266, or unsubscribe https://github.com/notifications/unsubscribe-auth/A54ZOSI7UITIJJVOOUBEHOTWYJFMTANCNFSM6AAAAAAU4DY4GY . You are receiving this because you commented.Message ID: @.***>
-- V/R Juan D. Alfonso P: (516) 850-5523 E: @.***
And Vapok please don't ever take my remarks as anything other than constructive. I am a fan always.
Oh never have! =) I appreciate the feedback. I'm actually about to provide you all with a release candidate #2, that changes the way I apply biome data... so that your backpack can have both the "Black Forest" biome, but also the "Necromancy" biome (which I added) so that you can combine the effects.
@jdalfonso4341 I've released a new version of the Release Candidate Here.
This should solve the issue of the Rugged Backpack having Necromancy effects.
Adventure Backpacks 1.6.5 Release Candidate 2
# Release Candidate 2 Patch Notes
# 1.6.5.0 - Cheb's Necromancy Compatibility and Overhauled Status Effects Management
* Adds Translation for Japanese and Portuguese Brazilian
* Big thanks to Xutz and RedeyeBear for dropping by the Discord to contribute these!
* Multiple biomes can now be selected on backpacks, and applied effects will stack.
* If Backpack has more than 1 biome configured, and the biomes utilize the same effect, the backpack must meet all requirements for the effect to trigger.
* Adds compatibility for Cheb's Necromancy
* Introduces a new Necromancy Backpack: Spectral Shroud of Holding
* Applies the Necromancy Armor Status Effect
* Applies Necromancy Skill Modifiers
* Adds New Necromancy Biome
* This is used to apply the Necromancy Armor effect to just the Necromancy Backpack
* Completely Reworked Status Effects Management
* Implements a new UpdateEquipmentStatusEffects Transpiler and removes several patch points.
https://github.com/Vapok/AdventureBackpacks/releases/tag/v1.6.5.2-beta
I am learning alot from this biome solution. Thanks for the out of the box thinking.
On Sun, Feb 19, 2023 at 2:13 PM Pete Navarra @.***> wrote:
@jdalfonso4341 https://github.com/jdalfonso4341 I've released a new version of the Release Candidate Here.
This should solve the issue of the Rugged Backpack having Necromancy effects.
Adventure Backpacks 1.6.5 Release Candidate 2
Release Candidate 2 Patch Notes# 1.6.5.0 - Cheb's Necromancy Compatibility and Overhauled Status Effects Management* Adds Translation for Japanese and Portuguese Brazilian
- Big thanks to Xutz and RedeyeBear for dropping by the Discord to contribute these!* Multiple biomes can now be selected on backpacks, and applied effects will stack.
- If Backpack has more than 1 biome configured, and the biomes utilize the same effect, the backpack must meet all requirements for the effect to trigger.* Adds compatibility for Cheb's Necromancy
- Introduces a new Necromancy Backpack: Spectral Shroud of Holding
- Applies the Necromancy Armor Status Effect
- Applies Necromancy Skill Modifiers
- Adds New Necromancy Biome
- This is used to apply the Necromancy Armor effect to just the Necromancy Backpack* Completely Reworked Status Effects Management
- Implements a new UpdateEquipmentStatusEffects Transpiler and removes several patch points.
https://github.com/Vapok/AdventureBackpacks/releases/tag/v1.6.5.2-beta
— Reply to this email directly, view it on GitHub https://github.com/Vapok/AdventureBackpacks/issues/63#issuecomment-1436082429, or unsubscribe https://github.com/notifications/unsubscribe-auth/A54ZOSIM2XAAOBKESUVYMRDWYJ5F7ANCNFSM6AAAAAAU4DY4GY . You are receiving this because you were mentioned.Message ID: @.***>
-- V/R Juan D. Alfonso P: (516) 850-5523 E: @.***
As a matter of fact, if you can direct me where to rip the asset bundle from. I will use my photoshop skills to see if I can design the reskin with the skull if you'd like?
On Mon, Feb 20, 2023 at 9:45 AM Juan Alfonso @.***> wrote:
I am learning alot from this biome solution. Thanks for the out of the box thinking.
On Sun, Feb 19, 2023 at 2:13 PM Pete Navarra @.***> wrote:
@jdalfonso4341 https://github.com/jdalfonso4341 I've released a new version of the Release Candidate Here.
This should solve the issue of the Rugged Backpack having Necromancy effects.
Adventure Backpacks 1.6.5 Release Candidate 2
Release Candidate 2 Patch Notes# 1.6.5.0 - Cheb's Necromancy Compatibility and Overhauled Status Effects Management* Adds Translation for Japanese and Portuguese Brazilian
- Big thanks to Xutz and RedeyeBear for dropping by the Discord to contribute these!* Multiple biomes can now be selected on backpacks, and applied effects will stack.
- If Backpack has more than 1 biome configured, and the biomes utilize the same effect, the backpack must meet all requirements for the effect to trigger.* Adds compatibility for Cheb's Necromancy
- Introduces a new Necromancy Backpack: Spectral Shroud of Holding
- Applies the Necromancy Armor Status Effect
- Applies Necromancy Skill Modifiers
- Adds New Necromancy Biome
- This is used to apply the Necromancy Armor effect to just the Necromancy Backpack* Completely Reworked Status Effects Management
- Implements a new UpdateEquipmentStatusEffects Transpiler and removes several patch points.
https://github.com/Vapok/AdventureBackpacks/releases/tag/v1.6.5.2-beta
— Reply to this email directly, view it on GitHub https://github.com/Vapok/AdventureBackpacks/issues/63#issuecomment-1436082429, or unsubscribe https://github.com/notifications/unsubscribe-auth/A54ZOSIM2XAAOBKESUVYMRDWYJ5F7ANCNFSM6AAAAAAU4DY4GY . You are receiving this because you were mentioned.Message ID: @.***>
-- V/R Juan D. Alfonso P: (516) 850-5523 E: @.***
-- V/R Juan D. Alfonso P: (516) 850-5523 E: @.***
No need to rip! Here are the raw files:
The SilverBackpack was the original PNG that I started recoloring:
And this one is the one I ended up recoloring.
Also, for icons: This is the original icon:
And this is the one I made (admittedly not my best work):
If you can provide me the colorized version of this, that'd be awesome.
Alternatively, IF you have Unity, unzip this to get the unitypackage file.
Oh I can def improve on your icon using the Hue tool in Photoshop to adjust all the colors on at the same time. Let me get through my work today and i will send you something this evening.
On Mon, Feb 20, 2023 at 9:55 AM Pete Navarra @.***> wrote:
No need to rip! Here are the raw files:
The SilverBackpack was the original PNG that I started recoloring:
[image: SilverBackpack_BaseMap] https://user-images.githubusercontent.com/1264136/220151590-9a16923f-7e49-45a3-aac7-da38831888cf.png
And this one is the one I ended up recoloring. [image: NecromancyBackpack_BaseMap] https://user-images.githubusercontent.com/1264136/220151636-7b682272-b9c2-456f-9a4a-ac7861377efc.png
Also, for icons: This is the original icon:
[image: SilverBackpack_Icon] https://user-images.githubusercontent.com/1264136/220151752-4b315bfd-7170-4aeb-a923-6641763a0694.png
And this is the one I made (admittedly not my best work): [image: NecromancyBackpack_Icon] https://user-images.githubusercontent.com/1264136/220151825-8a41ae79-767a-4a94-b0c5-bf41a942145a.png
If you can provide me the colorized version of this, that'd be awesome.
Alternatively, IF you have Unity, unzip this to get the unitypackage file.
Necromancy Backpack.zip https://github.com/Vapok/AdventureBackpacks/files/10785913/Necromancy.Backpack.zip
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-- V/R Juan D. Alfonso P: (516) 850-5523 E: @.***
Fantastic work guys. Here is the texture for my cape too
HMM.. this gives me an idea.
What about this?
In game with a little snow:
In game in the shade:
In game wet:
I think it's better but I also think that @jdalfonso4341 can do some photoshop wizardry on it and produce something really jaw-dropping. So I'm eager to see what he comes up with for it.
Perfect. Let me know. I'd like to publish this tonight (I live US East / Boston). Mostly because there are some bug fixes that I want to get out as well. But the idea of updating the png with some imagery is nice. Happy to absorb what you come up with.
Ok sure. I will also make a release today that supports it. If nobody comes up with a better texture by then, I vote we go with the one you made because it's pretty good.
This has been an awesome collaboration. Thanks @Vapok and @jdalfonso4341
Actually that is perfect. I dont think I could do a better job, but i will get you the better version of the PNG in a couple of hours. Just got a few clients left to handle.
On Mon, Feb 20, 2023 at 11:50 AM Joshua Woods @.***> wrote:
Ok sure. I will also make a release today that supports it. If nobody comes up with a better texture by then, I vote we go with the one you made because it's pretty good.
This has been an awesome collaboration. Thanks @Vapok https://github.com/Vapok and @jdalfonso4341 https://github.com/jdalfonso4341
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for the 2 D item tooltip i mean.
On Mon, Feb 20, 2023 at 12:00 PM Juan Alfonso @.***> wrote:
Actually that is perfect. I dont think I could do a better job, but i will get you the better version of the PNG in a couple of hours. Just got a few clients left to handle.
On Mon, Feb 20, 2023 at 11:50 AM Joshua Woods @.***> wrote:
Ok sure. I will also make a release today that supports it. If nobody comes up with a better texture by then, I vote we go with the one you made because it's pretty good.
This has been an awesome collaboration. Thanks @Vapok https://github.com/Vapok and @jdalfonso4341 https://github.com/jdalfonso4341
— Reply to this email directly, view it on GitHub https://github.com/Vapok/AdventureBackpacks/issues/63#issuecomment-1437369265, or unsubscribe https://github.com/notifications/unsubscribe-auth/A54ZOSMTOVUSLKHZ2LLD22DWYOVFBANCNFSM6AAAAAAU4DY4GY . You are receiving this because you were mentioned.Message ID: @.***>
-- V/R Juan D. Alfonso P: (516) 850-5523 E: @.***
-- V/R Juan D. Alfonso P: (516) 850-5523 E: @.***
Yeah the Icon is the thing I need the most help with. I'm horrible with graphics.. lol. Best I can do is SnagIt cut and paste.. haha..
If you've got a Photoshop expertise, I'm sure you can do something great.
Also, even if I release as is, let me know if you want to iterate on the backpack graphic and happy to make updates.
My only criticism of the current backpack is that the backpack itself is too pretty for a Necromancer. It should be rugged and tattered. But that's something that can come later. Maybe I'll open it up in blender and have a fiddle, but I can't do that today.
I think if backpack numbers 1 or 2 could be combined with the cape of backpack number 6 that'd be good. But that can come later.
Just my thoughts. I'm very happy with how it is now too. Very awesome.
That's great feedback and I think I want this to end up being what you really want. For a first pass, I think it gets us there.
But if you find something that speaks to you, and you want to rig it and and make it a something in your asset bundle, name it "BackpackNecromancy" as a prefab name, and I'll be happy to reference it. That way you can also control updates to it with out needing me to update it.
[image: NecroPackIconV1.png][image: NecroPackIconV2.png]
Here are two versions to choose from
On Mon, Feb 20, 2023 at 12:32 PM Pete Navarra @.***> wrote:
That's great feedback and I think I want this to end up being what you really want. For a first pass, I think it gets us there.
But if you find something that speaks to you, and you want to rig it and and make it a something in your asset bundle, name it "BackpackNecromancy" as a prefab name, and I'll be happy to reference it. That way you can also control updates to it with our needing me to update it.
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-- V/R Juan D. Alfonso P: (516) 850-5523 E: @.***
This has now been released! Enjoy!
Necromancer's Backpack
A user wants to combine the cloak from my mod with a backpack from yours.
Is your feature request related to a problem?
Describe the solution you'd like
If you have a better idea, please let me know.
Additional context
The user's exact request and issue: