Hi - First, nice improvements on the Necro and Merc mods. I was just going over some of the new config settings - super handy.
I had an idea - a minion worker tether. A block that can be placed, or small totem for instance, that would keep your minions (I'm thinking woodcutters and miners,) from wandering too far from the tether block. Like the spirit totem, the ghosts only go so far, so the workers / guards would also only go within range of the tether block. I am thinking to add to the code for the minion something like: "On locate new target" "IS minion in range of a tether?" "Yes"->"Only search targets within range of the tether" "No"->"Search targets as is now" There is a mod "Plateautem" that I have where the totem is interactable so you can look at it and select options. The tether block could work the same for increase and decrease range. That mod even casts a nice circle on the ground to see the range. It would be nice if that only persisted for a few seconds after using the block though.
Anyhow, just an idea. I'm sure you have nothing better to do! <G>
On another note, I was thinking I would like to try my hand at mod making with Valheim a bit or at least being able to contribute to others works so I was wondering what tool you use to make your mods?
Not sure if this is a bug or not, but whenever I summon a minion while holding the skeleton wand, my Log gets spammed with:
"[Warning:Jotunn.Utils.InputUtils] Key JoystickButton0 not found in the new input system [Warning:Jotunn.Utils.InputUtils] Key JoystickButton0 not found in the new input system [Warning:Jotunn.Utils.InputUtils] Key JoystickButton0 not found in the new input system [Warning:Jotunn.Utils.InputUtils] Key JoystickButton0 not found in the new input system [Warning:Jotunn.Utils.InputUtils] Key JoystickButton0 not found in the new input system [Warning:Jotunn.Utils.InputUtils] Key JoystickButton0 not found in the new input system [Warning:Jotunn.Utils.InputUtils] Key JoystickButton0 not found in the new input system [Warning:Jotunn.Utils.InputUtils] Key JoystickButton0 not found in the new input system".
I have multiple mods installed at the moment, but I have tested and gotten this same result with only Cheb's Necromancy and Jotunn installed.
I have also gotten several similar results when attempting to command minions to teleport, follow, wait, etc. However, it gives different messages such as:
"[Warning:Jotunn.Utils.InputUtils] Key JoystickButton1 not found in the new input system",
"[Warning:Jotunn.Utils.InputUtils] Key JoystickButton2 not found in the new input system",
"[Warning:Jotunn.Utils.InputUtils] Key JoystickButton3 not found in the new input system", and so forth in equivalent amounts to the spam listed above.
Please fix this, or explain how I may fix this if there is there is something I have done wrong, as I have to disable my BepinEx logging in the meantime so I can play with my friend without read/writing my harddrive to death.
Yeah those messages have also been annoying me but I didn't realize it was my mod. Thought it was just generic stuff. I'll see what I can do. For the moment just use ShutUp by Smoothbrain to quieten the logs
I've found out what is causing the error. It's related to the gamepad stuff. Can you do me a favour plz and edit your comment to include less spam? It's so big haha
Of course! I apologize that the length of the comment was bothering you. :(
I shortened the amount of warnings listed. If you need me to edit it again, let me know. :D
Good job finding the problem! Hopefully you can fix it without too many problems!
As an unrelated suggestion, would it be possible to toggle on/off the green fog/particle effects around draugr minions? I understand if you can't do this, but if you can, it could potentially help with lag when having numerous draugrs around your base as well as make it easier to see around them.
Either way, thank you very much for looking into/trying to fix the console spam issue! :)
I'd like to state a problem between this mod and Smoothbrain's Creature level and Loot Control.
With Creature Level and loot control (CLLC), different creatures can have different modifiers if they have stars. Aggressive, Curious, Splitting, Quick, and Armored.
When a creature with the "Splitting" status (white star color) dies, it splits into several, lower star creatures.
When I summon a minion that gains the Splitting status, and it dies, I (and my friend) are unable to interact with, control, or kill the minions it splits into.
For example, if I summon a 2 star splitting draugr, and the 2 star splitting draugr dies, It turns into 2 1-star draugrs. The 2 1-star draugrs are completely uncontrolable, and I can't even kill them.
The only way to get rid of them is to get an enemy to kill them.
Please look into this, as it has caused numerous disruptions (and lag) when trying to summon minions.
Thank you! :D
EDIT: When I say "uncontrolable", I mean that it says "You don't own this minion and it ignores you" when trying to give it any command.
This is nothing I can fix. They are not controllable because they have no owner set. When creating my type of minions, they must be assigned an owner. CLLC can technically do this but not without additional code added to CLLC. It doesn't seem open source so I cannot make the contribution.
It'd be best if CLLC does not touch my minions. See if you can configure it to leave them alone. As for getting rid of the existing minions, server admin can claim ownership and then kill by whacking with staff.
I am unsure how I would configure CLLC to not affect your minions. I attempted to add your minion IDs to the .yml file and remove the chance for splitting to appear, but it did not work. :/
I did not know about the ownership command. Thank you very much for telling me! I will have the admin use this to kill the split minions from now on.
Thanks again for the response! This will definitely help! :D
Thank you very much for the update. The spam does not happen anymore! :D
In addition, Willybach's texture pack now also applies to the draugr minions!
However. Two things have come to my attention.
1: These errors now appear periodically: "[Error :ChebsNecromancy.Minions.Skeletons.SkeletonMinion] ChebGonaz_SkeletonMageTier2(Clone) failed to load bone color: not in list [Error :ChebsNecromancy.Minions.Skeletons.SkeletonMinion] ChebGonaz_SkeletonPriestTier3(Clone) failed to load bone color: not in list". I am unsure if this is a mod conflict or not (I will test this later), but I'm just throwing it out there.
2: The mod "Bow Plugin" has a feature that gives arrows a (configurable) chance to drop on the ground and be used again. Before your update, this did not apply to minions. Now, however, the arrows they shoot also periodically drop on the ground to be used again (and can be heavily exploited to recieve infinite arrows).
Unfortunately, due to these 2 things, I have to revert to the prior version.
I will test at a later point whether the first issue is a conflict with another mod, so you do not have to dig around to test that if you do not recieve these errors.
I do ask however that you attempt to find the source of confliction regarding Bow Plugin, as the issue with that is very problematic for me and my friend.
I think the source of the conflict is before this update, the chebgonaz asset bundle had its own copy of the draugr_bow_projectile object inside it and because it was a copy inside the asset bundle, the other mod was unable to touch it. Whereas now I use the game's copy, which evidently is modified by that mod.
I think the best solution is that the Bow Plugin mod does not touch NPC arrow projectiles and instead only touches player ones. I will contact the mod author.
Edit: for the first error, try just resetting the color using the new method (F6 window). It's probably old values stored that need refreshing. Each skeleton stores what its color is and evidently these particular skeletons have invalid colors stored.
In CLLC, there is the ability to modify a .yaml file called "CreatureConfig", where you can go in-depth and modify/change the statistics of every creature individually.
I was modifying the skeletts (the default friendly skeletons from the Dead Raiser), and the modifications I applied to them also affected the skeletons from your mod. Including the warriors, archers, mages, and priests.
On a side note, modifying the base game draugrs also modifies the draugr minions.
Would there be a way I could go about changing the default game Skeletts/Draugrs without affecting the minions from your mod? Thanks! :D
I don't know why it'd effect mine too because mine are not the same - having a completely different and unique ID. CLLC is, as far as I can discern, closed-source and therefore I can't tell you anything about it. Sorry
With the CreatureConfig.yml, I don't believe the ID matters. It goes by name.
For example, instead of putting "GoblinBrute", which is the ID of a Fuling Berserker, I would simply put "Fuling Berserker". Putting "GoblinBrute" would result in an error and would not be acceptable.
Out of curiousity, are the names (not IDs) of your minions "Skelett" or "Draugr" before being quickly renamed? If so, that would likely be where the issue is arising from.
Otherwise, I have no idea why this mixup is happening. :/
Are you sure? That sounds very bad. That would mean if one non-English person connects, the entire yaml is useless to them because they will have translated names. This is why we use IDs. IDs also don't have problematic things in them like spaces, accented letters, so on and so forth.
After doing some more testing, I can confirm that I was wrong.
Putting "GoblinBrute" (and other IDs) actually worked. I had misspelled it when I was testing it last time...
Apologies for the confusion.
But now I have another problem. After putting in your minion's IDs into the mod, changes I give your minions apply to the default game Skeletts, and vice versa, even though they are two seperate IDs.
Doubling the speed of your minions would double the speed of the Skeletts, for example.
At this point, I really have no idea how changing one of them changes the other. Two seperate entites with two seperate IDs, yet changing one modifies the other.
If there is something you can do (which I doubt since CLLC is closed source), that would be great.
No worries, I'm always happy to help in any capacity I'm able to.
My best guess is that CLLC is only checking for "Skeleton" or "Draugr" in the ID. The reason for this might be that what happens is in Unity you set up the NPC prefab and it's called "ChebGonaz_SkeletonWarrior" or whatever. But when you summon one, or it gets spawned in via terminal, or the game spawns one in, it becomes "ChebGonaz_SkeletonWarrior (Clone)". So the vanilla prefab for a Deadraiser skeleton is called "Skeleton_friendly" and a non-friendly skeleton you find as an enemy is called "Skeleton". But once instantiated, these will be "Skeleton_friendly (Clone)" and "Skeleton (Clone)".
So if it is just checking for Skeleton in the ID, it will apply the settings to my skeletons, deadraiser skeletons, and standard enemy skeletons because all of them contain "Skeleton" as part of their ID. If this is true, it's probably a bug in CLLC.
Any reason my Items would have Transparent Purple texture? If i go back one update it goes away - might be easier find me at OnlyChud on TTV and i can show you sorry for being pain in the butt
There is an issue with this mod's phylactery and the use of the protection spell from mistlands blood magic.
If you have a protection spell and you take enough damage to kill you, you're sent to the phylactery. The protection spell blocks all damage from the last thing that hurt it, so you would in actuality, survive and be left with whatever health you had before that hit was taken. Is there a way to add a conditional that doesn't send you to the phylactery if you have a shield up?
Edit: To be sure, I've been sent to the phylactery and still having a barrier up. So the barrier was able to block all the damage, however, my health bar wasn't.
its seems that this mod causes my game to be incompatible for my friend. He can only join when we disable this mod. is this a known issue? and if so does anyone know a fix?
I love your mod and would hate to play without it. thanks alot in advance
Hello, he needs to install the mod as well or all of you need to use the version of it that has 0 checks. If you choose to run the version with zero checking, the minions etc. will probably be all invisible to him
Thanks for the fast reply! Sadly ive tried everything but the no version check mod causes my game to close down the moment it tries to spawn my character. i have tried running it with only its requirements, starting a new world and character but the issue persists.
im not on a dedicated server would that be the problem?
No problem. And no, it works fine non-dedicated as well.
I don't mean to be rude, so sorry if it comes off that way, but there's no point guessing what the problem is. Please open a bug report (like described in the sticky) so I can figure out what's going on. Thanks
Hi, really enjoy your mod. I had an idea for commands "follow/wait/teleport" On wait, they will still move off position which can get them stuck. I thought how about adding a "Stand Your Ground" option? They stay put period.
Another idea: Minion healing using your wand?
Also, I was wondering if this will run along side your Mercenaries mod? Would like to try that one!
Also, lol, I look at a minion and get 2 options [D] Pet and [L-Shift + D] Rename (I use WQSE vs. WASD) is E hardcoded or is that just the "Use" key? As it is I cannot individually command the minion. Not saying this is your mod but if you have an idea that would be awesome.
Wait should actually work as you describe & it used to work that way. I think it's a bug - something that broke through the course of Valheim's updates. At some point, probably when I start playing the game again, I'll look into it.
It does! All my mods work together and are designed to work together.
This is actually a mod conflict. Other mods are overriding my stuff. It probably won't break much but you'll have to rely on the wands for commanding the minions. It could also result in the problem you mentioned about waiting because the code responsible for updating their internal state (eg. wait/roam/follow) might be getting messed up. If my mod is working correctly, you should only see "Follow" or "Wait" or "Roam" in the hover text - nothing else.
Hey, thank you for the replies! I will have to run a mod conflict test to see if I can find the mod breaking their menu. Edit: Copied my game folder, deleted everything in plugins. Put just Necromancy and Mercenaries and Jotunn in there and boom yeah, everything works fine. I can command individual minions just fine. Thank you again. Sometimes a second set of eyes on a problem lets you see what is in front of your face! Now if I can just remember to put leather scraps in the mercenary chest before hiring them. ... on to figuring out which mod is stepping on your because that one is out. Hehe.
Its awesome this was updated so quickly but i am having some issues the pylons. They are all using materials but are not doing anything. I have rebuilt them and the stations they interact as well.
Hello, I can reproduce your problem. It seems that the internal name has changed from AddFuel to RPC_AddFuel. So AddFuel is called and nothing occurs. I will fix it and release an update
Thank you! I love your mod it is absolutely one of my all time favorites! Also a small edit. I tested it out and the refuelers are working awesome but the spirit pylons are not spawning the ghosts for defense. IDK about the bat pylon yet. Not there in the playthrough. Take your time i know this game updates constantly!
I opened an issue for this but I cannot fix it at present. Due to some behind the scenes nonsense I'm unable to upgrade to Jotunn 2.20.0 and am stuck on 2.19.3 and I think that's the cause of that particular dilemma.
They do, assuming that you've installed correctly and also provided the pylon with tails. Check the wiki .
If the mod is installed and you're using the pylon correctly, then unfortunately what I wrote in the sticky applies here too. Bug report + log file + config
Hi, I think Jotunn was just updated and this wont load alongside the latest version that was just released today, guessing because of the Valheim update. The game just wont load, it never gets into the game.
I downloaded the older version from Thunderstore of Jotuun and that loads just fine.
503 comments
Try the wiki. I made it for you & it was time consuming.
Something not working?
In order to properly help you I need:
Then you can make a bug report here and attach these files to the report.
I had an idea - a minion worker tether. A block that can be placed, or small totem for instance, that would keep your minions (I'm thinking woodcutters and miners,) from wandering too far from the tether block. Like the spirit totem, the ghosts only go so far, so the workers / guards would also only go within range of the tether block.
I am thinking to add to the code for the minion something like: "On locate new target" "IS minion in range of a tether?" "Yes"->"Only search targets within range of the tether" "No"->"Search targets as is now"
There is a mod "Plateautem" that I have where the totem is interactable so you can look at it and select options. The tether block could work the same for increase and decrease range. That mod even casts a nice circle on the ground to see the range. It would be nice if that only persisted for a few seconds after using the block though.
Anyhow, just an idea. I'm sure you have nothing better to do! <G>
On another note, I was thinking I would like to try my hand at mod making with Valheim a bit or at least being able to contribute to others works so I was wondering what tool you use to make your mods?
Thanks a bunch!
-Regards Xeteco
You can absolutely get into it. I'd start by following the Jotunn tutorials.
"[Warning:Jotunn.Utils.InputUtils] Key JoystickButton0 not found in the new input system
[Warning:Jotunn.Utils.InputUtils] Key JoystickButton0 not found in the new input system
[Warning:Jotunn.Utils.InputUtils] Key JoystickButton0 not found in the new input system
[Warning:Jotunn.Utils.InputUtils] Key JoystickButton0 not found in the new input system
[Warning:Jotunn.Utils.InputUtils] Key JoystickButton0 not found in the new input system
[Warning:Jotunn.Utils.InputUtils] Key JoystickButton0 not found in the new input system
[Warning:Jotunn.Utils.InputUtils] Key JoystickButton0 not found in the new input system
[Warning:Jotunn.Utils.InputUtils] Key JoystickButton0 not found in the new input system".
I have multiple mods installed at the moment, but I have tested and gotten this same result with only Cheb's Necromancy and Jotunn installed.
I have also gotten several similar results when attempting to command minions to teleport, follow, wait, etc. However, it gives different messages such as:
"[Warning:Jotunn.Utils.InputUtils] Key JoystickButton1 not found in the new input system",
"[Warning:Jotunn.Utils.InputUtils] Key JoystickButton2 not found in the new input system",
"[Warning:Jotunn.Utils.InputUtils] Key JoystickButton3 not found in the new input system", and so forth in equivalent amounts to the spam listed above.
Please fix this, or explain how I may fix this if there is there is something I have done wrong, as I have to disable my BepinEx logging in the meantime so I can play with my friend without read/writing my harddrive to death.
Thank you! :D
Yeah those messages have also been annoying me but I didn't realize it was my mod. Thought it was just generic stuff. I'll see what I can do. For the moment just use ShutUp by Smoothbrain to quieten the logs
Best of luck finding/fixing the bug! I hope it isn't too much trouble for you. :)
Thanks again for responding! Have a wonderful day/night! :D
I shortened the amount of warnings listed. If you need me to edit it again, let me know. :D
Good job finding the problem! Hopefully you can fix it without too many problems!
As an unrelated suggestion, would it be possible to toggle on/off the green fog/particle effects around draugr minions? I understand if you can't do this, but if you can, it could potentially help with lag when having numerous draugrs around your base as well as make it easier to see around them.
Either way, thank you very much for looking into/trying to fix the console spam issue! :)
I will definitely enable that option next time I get into the game. Thank you! :D
With Creature Level and loot control (CLLC), different creatures can have different modifiers if they have stars. Aggressive, Curious, Splitting, Quick, and Armored.
When a creature with the "Splitting" status (white star color) dies, it splits into several, lower star creatures.
When I summon a minion that gains the Splitting status, and it dies, I (and my friend) are unable to interact with, control, or kill the minions it splits into.
For example, if I summon a 2 star splitting draugr, and the 2 star splitting draugr dies, It turns into 2 1-star draugrs. The 2 1-star draugrs are completely uncontrolable, and I can't even kill them.
The only way to get rid of them is to get an enemy to kill them.
Please look into this, as it has caused numerous disruptions (and lag) when trying to summon minions.
Thank you! :D
EDIT: When I say "uncontrolable", I mean that it says "You don't own this minion and it ignores you" when trying to give it any command.
It'd be best if CLLC does not touch my minions. See if you can configure it to leave them alone. As for getting rid of the existing minions, server admin can claim ownership and then kill by whacking with staff.
I am unsure how I would configure CLLC to not affect your minions. I attempted to add your minion IDs to the .yml file and remove the chance for splitting to appear, but it did not work. :/
I did not know about the ownership command. Thank you very much for telling me! I will have the admin use this to kill the split minions from now on.
Thanks again for the response! This will definitely help! :D
In addition, Willybach's texture pack now also applies to the draugr minions!
However. Two things have come to my attention.
1: These errors now appear periodically:
"[Error :ChebsNecromancy.Minions.Skeletons.SkeletonMinion] ChebGonaz_SkeletonMageTier2(Clone) failed to load bone color: not in list
[Error :ChebsNecromancy.Minions.Skeletons.SkeletonMinion] ChebGonaz_SkeletonPriestTier3(Clone) failed to load bone color: not in list".
I am unsure if this is a mod conflict or not (I will test this later), but I'm just throwing it out there.
2: The mod "Bow Plugin" has a feature that gives arrows a (configurable) chance to drop on the ground and be used again. Before your update, this did not apply to minions. Now, however, the arrows they shoot also periodically drop on the ground to be used again (and can be heavily exploited to recieve infinite arrows).
Unfortunately, due to these 2 things, I have to revert to the prior version.
I will test at a later point whether the first issue is a conflict with another mod, so you do not have to dig around to test that if you do not recieve these errors.
I do ask however that you attempt to find the source of confliction regarding Bow Plugin, as the issue with that is very problematic for me and my friend.
Thank you very much! :D
Have a great day!
I think the source of the conflict is before this update, the chebgonaz asset bundle had its own copy of the draugr_bow_projectile object inside it and because it was a copy inside the asset bundle, the other mod was unable to touch it. Whereas now I use the game's copy, which evidently is modified by that mod.
I think the best solution is that the Bow Plugin mod does not touch NPC arrow projectiles and instead only touches player ones. I will contact the mod author.
Edit: for the first error, try just resetting the color using the new method (F6 window). It's probably old values stored that need refreshing. Each skeleton stores what its color is and evidently these particular skeletons have invalid colors stored.
I do wish you the best of luck regarding contacting the mod author of Bow Plugin. Hopefully you two can work something out regarding the conflict! :D
Have a great day! Thanks again for responding/the suggestion!
I was modifying the skeletts (the default friendly skeletons from the Dead Raiser), and the modifications I applied to them also affected the skeletons from your mod. Including the warriors, archers, mages, and priests.
On a side note, modifying the base game draugrs also modifies the draugr minions.
Would there be a way I could go about changing the default game Skeletts/Draugrs without affecting the minions from your mod? Thanks! :D
Sorry for the hassle.
For example, instead of putting "GoblinBrute", which is the ID of a Fuling Berserker, I would simply put "Fuling Berserker". Putting "GoblinBrute" would result in an error and would not be acceptable.
Out of curiousity, are the names (not IDs) of your minions "Skelett" or "Draugr" before being quickly renamed? If so, that would likely be where the issue is arising from.
Otherwise, I have no idea why this mixup is happening. :/
Thank you for your time. :D
Putting "GoblinBrute" (and other IDs) actually worked. I had misspelled it when I was testing it last time...
Apologies for the confusion.
But now I have another problem. After putting in your minion's IDs into the mod, changes I give your minions apply to the default game Skeletts, and vice versa, even though they are two seperate IDs.
Doubling the speed of your minions would double the speed of the Skeletts, for example.
At this point, I really have no idea how changing one of them changes the other. Two seperate entites with two seperate IDs, yet changing one modifies the other.
If there is something you can do (which I doubt since CLLC is closed source), that would be great.
Either way, thank you very much for your time. :D
If so, that might be the answer. Otherwise, I'm at a loss. :/
My best guess is that CLLC is only checking for "Skeleton" or "Draugr" in the ID. The reason for this might be that what happens is in Unity you set up the NPC prefab and it's called "ChebGonaz_SkeletonWarrior" or whatever. But when you summon one, or it gets spawned in via terminal, or the game spawns one in, it becomes "ChebGonaz_SkeletonWarrior (Clone)". So the vanilla prefab for a Deadraiser skeleton is called "Skeleton_friendly" and a non-friendly skeleton you find as an enemy is called "Skeleton". But once instantiated, these will be "Skeleton_friendly (Clone)" and "Skeleton (Clone)".
So if it is just checking for Skeleton in the ID, it will apply the settings to my skeletons, deadraiser skeletons, and standard enemy skeletons because all of them contain "Skeleton" as part of their ID. If this is true, it's probably a bug in CLLC.
Why don't you try asking the author of CLLC?
Only your minions, and Skeletts are affected.
For a test, I made it so that your minions took 100x more damage in the .yml file. Both your minions, and valheim's Skeletts took massive damage.
The enemy skeletons remained unaffected, and took normal damage.
As for contacting CLLC's author, I am unsure/have not seen a way to contact authors, or even leave comments on Thunderstore mods.
Being only on thunderstore, I do not know how I would contact CLLC's author.
Hopefully they respond soon! :D
I can confirm that your minions have some form of a relation/connection to the default game skelett.
After enabling friendly fire and harpooning your minion, it said "Skelett harpooned" and "Skelett Released".
I don't know what to say, but this practically confirms that your minions have some relation to default skeletts.
Hopefully this helps! :D
If i go back one update it goes away - might be easier find me at OnlyChud on TTV and i can show you
sorry for being pain in the butt
If you have a protection spell and you take enough damage to kill you, you're sent to the phylactery. The protection spell blocks all damage from the last thing that hurt it, so you would in actuality, survive and be left with whatever health you had before that hit was taken. Is there a way to add a conditional that doesn't send you to the phylactery if you have a shield up?
Edit: To be sure, I've been sent to the phylactery and still having a barrier up. So the barrier was able to block all the damage, however, my health bar wasn't.
its seems that this mod causes my game to be incompatible for my friend. He can only join when we disable this mod.
is this a known issue? and if so does anyone know a fix?
I love your mod and would hate to play without it.
thanks alot in advance
Sadly ive tried everything but the no version check mod causes my game to close down the moment it tries to spawn my character.
i have tried running it with only its requirements, starting a new world and character but the issue persists.
im not on a dedicated server would that be the problem?
I don't mean to be rude, so sorry if it comes off that way, but there's no point guessing what the problem is. Please open a bug report (like described in the sticky) so I can figure out what's going on. Thanks
Thanks for your time and ill see if i can open a bug report!
On wait, they will still move off position which can get them stuck.
I thought how about adding a "Stand Your Ground" option? They stay put period.
Another idea: Minion healing using your wand?
Also, I was wondering if this will run along side your Mercenaries mod? Would like to try that one!
Also, lol, I look at a minion and get 2 options [D] Pet and [L-Shift + D] Rename
(I use WQSE vs. WASD) is E hardcoded or is that just the "Use" key?
As it is I cannot individually command the minion.
Not saying this is your mod but if you have an idea that would be awesome.
Thanks for your efforts!
-Bear
Wait should actually work as you describe & it used to work that way. I think it's a bug - something that broke through the course of Valheim's updates. At some point, probably when I start playing the game again, I'll look into it.
It does! All my mods work together and are designed to work together.
This is actually a mod conflict. Other mods are overriding my stuff. It probably won't break much but you'll have to rely on the wands for commanding the minions. It could also result in the problem you mentioned about waiting because the code responsible for updating their internal state (eg. wait/roam/follow) might be getting messed up. If my mod is working correctly, you should only see "Follow" or "Wait" or "Roam" in the hover text - nothing else.
Edit: Copied my game folder, deleted everything in plugins. Put just Necromancy and Mercenaries and Jotunn in there and boom yeah, everything works fine. I can command individual minions just fine. Thank you again. Sometimes a second set of eyes on a problem lets you see what is in front of your face! Now if I can just remember to put leather scraps in the mercenary chest before hiring them. ... on to figuring out which mod is stepping on your because that one is out. Hehe.
If the mod is installed and you're using the pylon correctly, then unfortunately what I wrote in the sticky applies here too. Bug report + log file + config
I downloaded the older version from Thunderstore of Jotuun and that loads just fine.