segabl / pd2-jokermon Goto Github PK
View Code? Open in Web Editor NEWMod to allow storing and training of Jokers
License: GNU General Public License v3.0
Mod to allow storing and training of Jokers
License: GNU General Public License v3.0
I don't know if there's a reason already given for this that I've missed, or a simple explanation I've failed to think of, but this is what I'm noticing. I can't seem to spawn in any of the Zeal Heavy Swat Jokers, from Death Sentence difficulty, into any other difficulty. I had thought maybe (With my complete lack of coding knowledge) the reason is because the models for those units are only present in Death Sentence? I obviously have no idea how specifically the mod or the game works in code, nor code in general, but I figured I'd at least bring this up in case you should be able to.
Side Note: Perfectly fine by me if you're NOT supposed to be able to use those in any difficulty lower, I'll just use Death Wish Jokers, as I've tested them to be spawnable in lower difficulties.
Hey!
I noticed that when using Jokermon, it disables Keepers Joker Names mod, meaning no random names a displayed above theyr heads
Before: (This is an old screenshot, but since removing WolfHud could cause some problems, i dint take ingame screenshot. But if you reguire a better one i will go and take one!)
Also the orange outline on the cop is weird, i dont record having that previesly, maybe because they were automaticly spawned using that option? Not really an issue, just something odd.
Other issues:
Specials can be shiny enemies. Shinyes are so rare that seeing them on specials is kinda annoying. Nothing major, but since you cant capture them its pointless to have them shiny.
In the "After" screenshot, i always seem to get Martin and Len as my jokers. I have set the weight to 0 on all of them, and there are other Jokers that are qualifiet, but i still get these two i would say 98% of the time. Spawned manually and automaticly. Nothing major still, since i could just spawn a new one, but a nice quality of life could be that the Jokers could be more random when they spawn for the first time.
Please let me know if you have any other questions or how possible these changes could be!
Ben
Whenever I attempt to start Payday 2 with Jokermon installed, the game instantly crashes to desktop after briefly seeing the loading screen.
I've attempted a full reinstall to no avail.
SuperBLT and BeardLib are both installed and function fine, but when attempting to start the game with Jokermon, the game crashes.
Not sure if it's an issue related to the "Replace Jokers" mod or just an issue with temporary mode and public sessions, but jokers health bars tend to get stuck on screen after they die when trying to replace them if they still have health left, sometimes randomly dying while still having health left as well, though the latter I believe to be unrelated:
Names also tend to bug out, basically copying the first one converted regardless of what the unit actually is, can't seem to figure that one out at all, names don't get overwritten by the looks of it if they're custom made in the menu.
Converting cops isn't adding them the jokermon list for whatever reason, the mod appears in the list and the window itself will open without issue, it just won't save converted cops.
Wasn't working before or after storage limit was added.
I was hosting and my friend was a client. He converted a cop, pressed J to recall it, then pressed J again to send him out. He immediately crashed.
Crashlog:
Application has crashed: access violation
-------------------------------
Callstack:
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
payday2_win32_release (???) ???
-------------------------------
Current thread: Main
Script stack:
spawn() @mods/pd2-jokermon-master/jokermon.lua:111
send_or_retrieve_joker() @mods/pd2-jokermon-master/jokermon.lua:84
@mods/pd2-jokermon-master/jokermon.lua:1052
Execute()
@mods/base/req/BLTKeybindsManager.lua:125 update()
@mods/base/req/BLTKeybindsManager.lua:263
func()
@mods/base/req/BLTKeybindsManager.lua:276 Call()
@mods/base/req/core/Hooks.lua:109
update()
@mods/base/lua/GameSetup.lua:6 update()
lib/setups/networkgamesetup.lua:21
core/lib/setups/coresetup.lua:557
-------------------------------
System information:
Application version : 1.96.909
CPU : Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz (2 cores); SSE; SSE2; SSE3; SSSE3; SSE4.1; SSE4.2
DirectX : 12.0
GPU : NVIDIA GeForce GTX 970 / nvldumd.dll[26.21.14.3160]
Language : english
Memory : 24424MB 108KB
OS : 6.2.9200 () 0x100-0x1 (64 bits)
Physics : threaded
Renderer : DX9 threaded
Sound : Microsoft (Speakers (High Definition Audio Device))
The heist was Bank Heist on Overkill.
I cant spawn jokers client side any more. Is this intended? I loved messing around with my friend with this mod we both use it and see what npcs we can grab outa other hiests.
When the game goes to a heist with more than 1 day, when transitioning to the 2nd day my game CTDs if Jokermon is set to auto summon.
On start, the game just exits.
Attached i have the crash file
crash.txt
The "revive all" button doesn't seem to work. It correctly deducts money and the notification goes away, but I still have fainted jokers. I have to individually revive them to get them back.
Here's a screenshot, I had revivable jokers but "revive all" didn't do anything: https://i.imgur.com/kGjPPg1.png
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