Mods / No Lore Creatures
Tags:
#Creatures
Author: QueensShadowRose
Side: Both
Created: Aug 27th at 11:15 PM
Last modified: Oct 21st at 10:46 PM
Downloads: 1016
Follow Unfollow 43
Author: QueensShadowRose
Side: Both
Created: Aug 27th at 11:15 PM
Last modified: Oct 21st at 10:46 PM
Downloads: 1016
Follow Unfollow 43
Recommended download (for Vintage Story 1.20.12, 1.21.0, 1.21.1 and 1.21.3 - 1.21.5):
NoLoreCreatures-1.2.1.zip
1-click install
Disables all lore creatures. This includes bosses and regular lore creatures. This does not impact animals.
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 1.2.1 | 606 | Sep 10th at 10:09 PM | NoLoreCreatures-1.2.1.zip | 1-click install | ||
|
Bug fix for 1.20.12 bosses. | ||||||
| 1.2.0 | 14 | Sep 10th at 9:56 PM | NoLoreCreatures-1.2.0.zip | 1-click install | ||
|
Mod file cleanup to prep for code updates, and a back patch for 1.20. | ||||||
| 1.1.0 | 25 | Sep 10th at 6:08 PM | NoLoreCreatures-1.1.0.zip | 1-click install | ||
|
Updated mod information so that clients don't need to download the mod for Server installs. Added mod icon and additional description. Removed contributors since this mod is now fully its own fork. Lastly, added game version dependency so that used of 1.20 and earlier don't accidentally install it and it crash their game. | ||||||
| 1.0.1 | 367 | Aug 27th at 11:43 PM | NoLoreCreaturesv1.0.1.zip | 1-click install | ||
|
Fix folder naming convention bug. | ||||||
Finwe You will want to do two things: Set the values to true in mobs.json and/or bosses.json for the mobs you want to enable, and then modify the mobextraspawns.json file and remove the sections for the mobs you want to enable. Otherwise, they won't be allowed to spawn in certain story specific locations, and temporal storms.
For example, for just Drifters on v1.21+: you'd change the value of line 26 to true in mobs.json, and remove lines 8 through 13 in mobsextraspawns.json.
QueensShadowRose If I wanted to modify this mod for my own world and allow the spawning of drifters and bosses, would it be as simple as deleting these parts of code in mobs.json etc, or should I instead set their values to "true"? Or is it a more difficult process?
Haltingpoint I don't think it's as simple as setting loreContent to true, as I'd think you'd also need to run a wgen to rebuild parts of your world save with the lore content as well. But in essense, yes, this mod is specifically to allow for a more chill environmental survival experience while keeping the story content mostly intact for those who'd like to experience it (you'll still find monster nests for example, but they won't spawn any creatures.)
I have an existing homo sapiens world and just learned about this mod. Would I be able to enable this mod in that world, use `
/worldconfig loreContent true` and effectively get all the ruins and cool lore item drops generated into the world to discover, without any supernatural creepy stuff ruining my relatively chill environmental survival experience, and also get the benefit of traders?BrimstoneTaco Could you provide logs if you recreate the problem? I've tested the mod being loaded during world creation and I can't reproduce a crash.
I am running into a strange issue with this mod, (or atleast I belive it is this mod after so testing). If I load a new world up with this mod enabled, it hard crashes. It gets to the point of 'return' and then as it tries to finally start the world, hard crash. BUT if I create a new would WITHOUT the mod enabled and enable it afterwards, the world loads find.
I'm still working on the configurable release; it's working, but I can still hear the shivers briefly as the engine spawns them in and plays their audio before they are immediately despawned. Can't see nor interact with them because it happens so fast, but just hear them. I'm not sure if that's worse or not. lol
I need to figure out why that's happening, but it seems to be better to set the max spawn to 0 rather than mark the entity as disabled in code. That may have something to do with the load order of entities.
IILordTempestII You shouldn't need to turn them off. This will prevent those mobs from spawning and accounts for story locations, and it's been tested in those locations. If you run into trouble, let me know.
I know there are mods that disable story related mobs that cause crashes when in story locations that should have said mobs. Does this have that? Do I need to turn off story elements when using this?
Just an FYI that the 1.2.x releases will be the last to support 1.20.12 as future releases will be focused on configurable creature spawns with a UI, and the 1.20/1.21 versions have breaking code changes.
For release 1.2.0, I've back ported the mod so that it should work with 1.20.12 and 1.21+. Let me know if you run into any issues with 1.20, as I only did some limited testing with that version.
Important: Use 1.2.1 for VS 1.20.12 game versions, as the 1.2.0 release had a bug for bosses.
I've updated this mod to check for game version since it will not work on 1.20 and older. This 1.1 release also makes it so that Server installs don't require clients to download it. I also added some mod niceties such as a mod icon and updated description. The aim for the next release will be to allow selection of which lore creatures to enable or disable.
Tested and confirmed working on 1.21.0 and 1.21.1.
w0ntonim0 I will need more info. Logs, mod version, game version, and any other mods active would be helpful information in tracking down how it could possibly affect your game in that way.
Katanarama I'm having a similar issue with this mod except my screen goes black when loading into the game after enabling this mod. The creator needs to update and fix it and for the meantime it's pretty unusable smh
This mod doesn't work and needs to be updated... It causes my whole screen to go black after loading in the game. Disabling this mod solved the black screen issue. You need to update something on your end, hopefully this mod gets fixed soon because I just can't stand bowtorns and shivers. Smh
QueensShadowRose so far, it works like a charm, even in multiplayer! Thanks again! And that'd be great, I'd be the first one here to download it.
StorytellerTina, that's my next project, honestly. I'm working on a menu that allows a server admin or single player game to select what mobs to enable - hopefully in a mob mod friendly way. I'd like to make it per world save too, but I'm still working out how feasible that is given how mods are structured.
Thank you so much! 😄 Instant install for me, can't wait to test it! For how configurable the game is, I was surprised to discover the lack of monster toggles.
Katanarama, what version of the game are you using and are you using the version 1.0.1 of the mod? Version 1.0.0 had a problem that would crash to menu.
This mod is for Vintage Story 1.21 only. Previous versions shouldn't crash, but it won't work on them.
This crashes my game. No other mods installed.
QueensShadowRose Understood, thank you!
NylonCat The other mod author will update theirs. I did this one mostly because all the lore creature mods are broken in 1.21, with no updates from their authors.
QueensShadowRose Apologies for asking here, feel free to point me to the right place or delete this if inappropriate, but based on your statement below may you consider having a look at the "Fast Breeding" mod by author Billiam as well?
It seems to suffer from the same file path issue as No Rust Creatures did, where vanilla animals are now located in animal/bird or animal/mammal etc. instead of just /land like in 1.20.
The mod is open source under the MIT license, so i assume uploading a patch like this one here until the author returns/finds the time for a proper update would be okay.
Just a fix for the vanilla animals (chicken, hare, goat, sheep, pigs) would be great, assuming this isn't a ton of work for you.
wast0id Glad I could help for the 1.21 release. I might consider getting into more complex mods in the future, since I'm a programmer by trade.
thank you so much for this, tired of getting jumpscared D:
I managed to bork a folder name convention in the initial release. I've uploaded the patch to that and retested that it's working.