Keplerth

Keplerth

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File Size
Posted
Updated
1.248 MB
31 Aug @ 10:48am
24 Sep @ 8:44pm
9 Change Notes ( view )

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In 1 collection by Forsakenabyss
Forsaken's Keplerth Mods
12 items
Description
Adds 45 new race/class

play as grounders, parasites, insectoids, Goblins, Drenian, cat/dogs, robots, storyline cahrs and many more with more on the way

Added in Hide Armor to the workbench. use this on the larger or odd shape models

adding more vanilla stats for each race called "Base" soon

Join my Discords to report bugs or give your ideas for mods https://discord.gg/T4m8kR8g head to Forsaken Foundry
19 Comments
Forsakenabyss  [author] 25 Sep @ 5:15pm 
..yes my wolf guy looks derpy give me a break first time trying to make a sprite like that XD
Forsakenabyss  [author] 12 Sep @ 5:04pm 
Im looking to do a great expansion to this mod send me your Ideas and wants dm me on discord or just post them here
Forsakenabyss  [author] 10 Sep @ 6:16pm 
Patch is now live if anyone has any issues please post on here or dm my discord
Forsakenabyss  [author] 10 Sep @ 5:16pm 
i finally did a quick dive thou the files i see what your talking about i will make a patch on my end and test them with my discord group
Forsakenabyss  [author] 10 Sep @ 4:34pm 
thank you for the information once i get meds passed out and my charges asleep. i will look into this and hope i can patch the file asap
Dagun 10 Sep @ 11:12am 
2 - Some default creatures seem to have a value placed in "WalkBox" - guessing this is some kind of error check or margin-of-safety for the issues we are seeing.

Setting this value in the character file along with the above fixes the issue entirely for me.

"WalkBox": 0.05,

I can't see this field at all if I make a new mod and select any of the default races, so it may be hidden in the editor.

I suspect this works by just temporarily increasing the hit-box when you walk, to prevent the character from being stuck when you change directions near a wall.


3 - Intentionally or not, if you check the data files in the mod it seems to edit the base races, including editing the hitboxes and walkbox to the above - so my guess is that the mod editor may have an error and is touching data files it shouldn't. This may explain why all races are affected.



Fair warning: I've only tried this for the character race "Meco" and nothing else, no idea if it will work for the others.
Dagun 10 Sep @ 11:12am 
I think I've found the issue - looks like the ingame editor is missing a few settings.

1 - If you look at the character data files in the mod, the "OnHitBox" field seems to have some kind of floating-point like error:

"OnHitBox": [
0.4000000059604645,
0.6000000238418579,
0.0,
0.25,
0.4000000059604645,
0.6000000238418579,
0.0,
0.25
],

I'm not sure if these relate to getting stuck in the wall, but I do feel like I got stuck less after normalising them. Might be placebo and not affecting anything. I changed them to just remove the floating point error:

"OnHitBox": [
0.4,
0.6,
0.0,
0.25,
0.4,
0.6,
0.0,
0.25
],


1/2
Forsakenabyss  [author] 9 Sep @ 8:40pm 
I wish they find out what is causing this issue at first i thought it was the hitboxes not placing right but it effect default races too and yes using a mount prevents the wall bug ..but sometimes you can ride thou everything XD. once im done finishing the more crops & meals mod i will see if i can make a larger hitbox on a model and if that fixes the issue
Nimn 9 Sep @ 8:06pm 
i wouldn't call this too bad a bug, until it works again and i'm in a wall XD doesn't apply when mounted though so having a mount nearby seems to prevent it entirely
Forsakenabyss  [author] 9 Sep @ 2:19am 
np at all i dont being called out on bugs or issues with my mods trust me i been making mods for years my discord is full of complaints and bug reports that are legit XD