• Announcements

    • JoeW

      [UPDATED] Physical Megapack Disc Issues   04/16/2018

      We are now ready to accept claims for PS4 Megapack replacements.  Once again, our deepest appologies for this entire situation. We understand that your purchase of the Megapack was a show of support by our fans, many of which already owned the game. Please know that we have done our best to push as hard as we can for a quick and fair resolution to this issue. This has taken WAY too long to be resolved but we have done everything in our power to make sure our fans get what they purchased.   We are going to use the voucher codes we have been using to provide the digital version to claim the physical replacement discs. For North America, we are handling these requests directly through our own store with help from our friends at IndieBox. Claims will be handled at no cost to you. For claims outside of North America, 505 will be taking your information and processing your claims.  Those who purchased the Megapack after 4/26/2018 should have been given a voucher at the time of purchase on your receipt.  Those who purchased before 4/26/2018 or did not get a code otherwise can contact us for a voucher code that will entitle them to the digital megapack and can be used to claim the physical replacement discs. We have been handing those out for a while now, but if you are in this category and have not requested a code, you can do so here: http://support.kleientertainment.com/customer/en/portal/articles/2935839-physical-mega-pack-disc-support-information Once you have a voucher code:
      For purchasers in Europe (SIEE). To make a claim you will need to make file a claim through 505 here: https://docs.google.com/forms/d/e/1FAIpQLSckru65CWkXH5RZ_3j2f5_h1djNiAyrl8R0PCvdKPmGwItyvA/viewform For purchasers in North America (SIEA). To make a claim you will use our support site and use the voucher code to claim a replacement here: http://support.kleientertainment.com/customer/portal/articles/2952265-ps4-faulty-disc-claim If you have any questions or concerns, please let us know here on this thread or contact us at livesupport@kleientertainment.com Thank you.   

Aquafox333

  • Content count

    17
  • Joined

  • Last visited

Community Reputation

3 Neutral

About Aquafox333

  • Rank
    Junior Member

Recent Profile Visitors

426 profile views
  1. Credit goes to the Bigby Wolf mod for the health threshold activator; however, if you would prefer to use the full moon as your activator, see the end of this tutorial. In order to make your character transform into any other prefab in the game, you'll need to do a few things first. Firstly, you'll need to post the following code in your character's prefab file (below assets is where I put my code): local function becomeINSERTPLAYERPREFABHERE(inst) inst.YOURTRANSFORMATIONNAMEHERE = false inst.AnimState:SetBank("wilson") inst.AnimState:SetBuild("INSERTPLAYERPREFABHERE") inst:SetStateGraph("SGwilson") end local function becomeYOURTRANSFORMATIONNAMEHERE(inst) inst.YOURTRANSFORMATIONNAMEHERE = true inst.AnimState:SetBank("YOURTRANSFORMATION'SANIMBANK") ----- You can find the bank of whatever creature you are using in its prefab. inst.AnimState:SetBuild("YOURTRANSFORMATION'SANIMFILE_build") ---- You can find the animation for blank_build in your creature's prefab. inst:SetStateGraph("SGCUSTOMSTATEGRAPHNAME") ------- See stategraph below end local becomeformtreshold = 60 local unbecomeformtreshold = 62 local function health_event_listener(inst, data) if inst.components.health.currenthealth <= becomeformtreshold and not inst.YOURTRANSFORMATIONNAMEHERE then becomeYOURTRANSFORMATIONNAMEHERE(inst) elseif inst.components.health.currenthealth >= unbecomeformtreshold and inst.YOURTRANSFORMATIONNAMEHERE then becomeINSERTPLAYERPREFABHERE(inst) end end inst:ListenForEvent("healthdelta", health_event_listener) Stategraph: You are going to need to find whatever creature you are using's stategraph (located in the game's data folders). You will need to replicate it and rename it, then create your own stategraph folder in your mod character's scripts folder and put your new renamed stategraph in there. The stategraph will need some editing. On a basic level, such as turning into a bunnyman or pig, you will need to remove any instance of the term 'follower' from the stategraph (more often than not by just getting rid of the entire line it is contained in). This will prevent crashes if you equip an item such as a hat. You can also add in actions (you can find a list of actions in the game's data folder under 'actions.lua'). For instance, you may want to add in the action PICK and PICKUP using one of the creature's existing animations to avoid any crashes. Here is an example of making a bunnyman able to pick objects such as grass and flowers: local actionhandlers = { ActionHandler(ACTIONS.GOHOME, "gohome"), ActionHandler(ACTIONS.EAT, "eat"), ActionHandler(ACTIONS.PICKUP, "pickup"), ----- The bunnyman can already pick up items ActionHandler(ACTIONS.EQUIP, "pickup"), ActionHandler(ACTIONS.ADDFUEL, "pickup"), ActionHandler(ACTIONS.PICK, "pickup"), ---------- So we added in the PICK action using the bunnyman's "pickup" animation For most creatures, such as the Deerclops, death will cause a crash. This is to do with the fact that on death you drop all your loot and not the Deerclops' loot, so go into your creature's stategraph and remove the following line: inst.components.lootdropper:DropLoot(Vector3(inst.Transform:GetWorldPosition())) And that should be all. This tutorial is probably going to prove rather rough around the edges (first draught, no proofreading, etc.), and not much attention has been paid to syntax as well as the fact I am but a novice when it comes to modding this game, but this should hopefully provide a general outline for those looking for an easy way to transform their character into anything within the game. Now as for custom werecreatures... I have no clue. You won't need a stategraph, and you can probably just use inst.AnimState:SetBuild by itself for both your character's normal form and transformed state, but really, I have no experience in that area. It SHOULD work, but so should capitalism, and communism, and benefit frauds. Regardless, good luck, everyone! I hope this helps. Full moon transformation code: inst:ListenForEvent("nighttime", function(global, data) if GetClock():GetMoonPhase() == "full" and not inst.YOURTRANSFORMATIONNAME then becomeYOURTRANSFORMATIONNAME(inst) end end, GetWorld()) inst:ListenForEvent("daytime", function(global, data) if GetClock():IsDay() and inst.YOURTRANSFORMATIONNAME then becomeINSERTPLAYERPREFAB(inst) end end, GetWorld())
  2. How do i edit my moded charecter's speed

    Hi, This is actually really easy to do. Insert the following under your character's prefab file under local functions: inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.1) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.2) Edit the digits as you like to adjust the speed at which they travel. Hope this helps.