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grzekozl avatar grzekozl commented on August 28, 2024

Commenting out lines 90, 91, 94, 95, and adding _NoDamageNumberEmitters = [None, None] allows the mod to run

from borderlands-commander.

Kallinteris-Andreas avatar Kallinteris-Andreas commented on August 28, 2024

sane works for me
thanks @grzekozl

from borderlands-commander.

mopioid avatar mopioid commented on August 28, 2024

Unfortunately this is a larger issue with arrays in the SDK when running through Proton. Certain modifications to

Commenting out lines 90, 91, 94, 95, and adding _NoDamageNumberEmitters = [None, None] allows the mod to run

This clears the entire emitter array rather than just replacing the first two elements. While this will indeed work to remove damage numbers, it will also remove a number of other forms of feedback in the game (critical hit indicators and resist numbers, I believe). Try using this to construct NoDamageNumberEmitters instead:

NoDamageNumberEmitters = [emitter if index > 1 else None for index, emitter in enumerate(DamageNumberEmitters)]

If you can confirm this works in Proton, I'll switch to that method in a future version.

from borderlands-commander.

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