alphabetsoupdog1234 Posted March 31, 2025 Author Posted March 31, 2025 On 3/27/2025 at 11:18 PM, grawi said: The mod is super and works as it should. Thanks! There's really not a lot that needs updating in it, but SCake is getting an update (/split) that's going to be released at least for testing soon. I'll make an updated version of this that works with the newer version of SCake. That we'll call 1.2, I guess? Will leave 1.1 up for anyone staying on v5 dev (which will probably be most people for a bit). Will explain in the download page which to pick, just figure since I'm responding to your post I might as well make the post more useful than "thanks" by sharing my next plans
Beta The Slave Posted April 16, 2025 Posted April 16, 2025 Are there any anim pacls that really capitalize on this mod? Would love some non-con based animations
alphabetsoupdog1234 Posted April 17, 2025 Author Posted April 17, 2025 On 4/16/2025 at 12:12 AM, Beta The Slave said: Are there any anim pacls that really capitalize on this mod? Would love some non-con based animations I don't really know that much about what animations are available to be honest. I'm sure there are some more aggressive/dominant animations, but with > 100 different pals, there's a *lot* of work to just get the most basic spread built. And most animators have their preferences, or want to do it their way. I imagine there's also a bunch out there who were like: "I'm gonna make an animation for each possible pairing!" and then died when they did the math. I actually play vanilla Palworld, no mods installed at all. I'm kind of a freak. Y'know, when I actually play Palworld. Last time I launched the game aside from testing stupid shit I made was around Christmas
MentallyUmStable Posted April 19, 2025 Posted April 19, 2025 So when I get to the set health threshold it tells me no event could be triggered with a message saying "Perhaps conditions could not be met?" What does this mean? I have all the dependencies and INDY does reset my health when it shows that, but it won't actually trigger this mod. Any idea why?
alphabetsoupdog1234 Posted April 22, 2025 Author Posted April 22, 2025 On 4/19/2025 at 10:29 AM, MentallyUmStable said: So when I get to the set health threshold it tells me no event could be triggered with a message saying "Perhaps conditions could not be met?" What does this mean? I have all the dependencies and INDY does reset my health when it shows that, but it won't actually trigger this mod. Any idea why? If I remember correctly, that message is triggered when a submod tells INDY that it failed for some reason. It's not required, but submods can tell indy if they are finished or failed; in theory I could set up logic so that if a submod fails it'll try a different submod. I haven't actually set up that logic though so right now it's just future proofing to tell INDY if it failed / finished... >_> My first guess would be that you don't have a valid animation between your attacker and your character, so when it tried to start a scene it couldn't. Given the time of this query, it's also possible you are on the newly released SCake 0.6 and you're using the 1.1 version (what's uploaded here) for SCake Consequences. 1.1 is for SCake 0.5 DEV, not 0.6+. It might have tried to detect scake and failed, so when it was time to do a scene it didn't even know how to call the functions. I have an updated version for 0.6 but I haven't actually tested it so I've only uploaded it on the TBC discord for now (bunch of SCake stuff on there). Probably should get around to testing it. Maybe this weekend I'll make sure it works...
idontcarejusthurry Posted May 28, 2025 Posted May 28, 2025 (edited) On 4/22/2025 at 5:02 PM, alphabetsoupdog1234 said: If I remember correctly, that message is triggered when a submod tells INDY that it failed for some reason. It's not required, but submods can tell indy if they are finished or failed; in theory I could set up logic so that if a submod fails it'll try a different submod. I haven't actually set up that logic though so right now it's just future proofing to tell INDY if it failed / finished... >_> My first guess would be that you don't have a valid animation between your attacker and your character, so when it tried to start a scene it couldn't. Given the time of this query, it's also possible you are on the newly released SCake 0.6 and you're using the 1.1 version (what's uploaded here) for SCake Consequences. 1.1 is for SCake 0.5 DEV, not 0.6+. It might have tried to detect scake and failed, so when it was time to do a scene it didn't even know how to call the functions. I have an updated version for 0.6 but I haven't actually tested it so I've only uploaded it on the TBC discord for now (bunch of SCake stuff on there). Probably should get around to testing it. Maybe this weekend I'll make sure it works... What is the TBC discord? Edited May 28, 2025 by idontcarejusthurry
alphabetsoupdog1234 Posted May 31, 2025 Author Posted May 31, 2025 (edited) On 5/28/2025 at 12:05 AM, idontcarejusthurry said: What is the TBC discord? Good question! I dunno why I used shorthand without mentioning it beforehand. The Broken Chatbox; it's the Discord server that the Project Sugar Cake developer is based. Also I completely forgot I *didn't* upload a version for PSC 0.6 here. Just made the test version, put it on Discord, and then forgot about it completely -- it HAS been a busy month for me though. Now that I'm looking at mod stuff again, I'm in the process of updating INDY to 1.2*, and redoing how the submods hook into it (going to try to switch to an Interface for communication rather than requiring submods be children of a specific actor type; will make it a bit easier for others to develop submods, and since only the ones I've made exist at the moment I'm only annoying myself by changing things - nobody else hehe) The transition to SCake 0.6 worked fine for TD4F and SCake Consequences, so once I finish up INDY 1.2* and have SCake Consequences updated to work with that, I'll put that version up here. I expect it'll be next weekend at the latest; probably sooner though. Edited June 1, 2025 by alphabetsoupdog1234 1.3 -> 1.2 1
Furlow69 Posted June 19, 2025 Posted June 19, 2025 As I'm posting this, all my plugins are upto date current. I'm trying this submod for INDY and i'm having a bit issue. How do you end a scene? I tried every key to make it end when I saw those bars fill up. It keeped going for about 3 minutes at least before finally it just let me free. About minute in, my normal health bars become visible again and hostiles are able to attack, even if can't hit me. 2 minutes in, the hostiles can kill. If I can get freed, I can least escape, but nope... I was trapped being humped. Though, it doesn't seem be issue if isn't animation for that creature, it does a quick teleport to me and then is bounced off and i'm free.
alphabetsoupdog1234 Posted July 22, 2025 Author Posted July 22, 2025 On 6/19/2025 at 8:57 AM, Furlow69 said: As I'm posting this, all my plugins are upto date current. I'm trying this submod for INDY and i'm having a bit issue. How do you end a scene? I tried every key to make it end when I saw those bars fill up. It keeped going for about 3 minutes at least before finally it just let me free. About minute in, my normal health bars become visible again and hostiles are able to attack, even if can't hit me. 2 minutes in, the hostiles can kill. If I can get freed, I can least escape, but nope... I was trapped being humped. Though, it doesn't seem be issue if isn't animation for that creature, it does a quick teleport to me and then is bounced off and i'm free. First, sorry for the late response. I haven't been on much lately as: 1) My graphics card is problematic. Was artifacting and crashing my PC even just running Unreal Engine 5.1.1 editor, let alone playing games. Have downscaled resolution of everything I do on my computer and it is now somewhat stable, but that's a "it's stable because it's not fully in use and isn't hitting the broken parts for some reason" not "it's actually stable". Anything that uses the GFX card to its fullest won't run for longer than 10 seconds without problems. Woohoo. 2) Busy at work, which sadly I can't control 'coz I need to have a roof and food. Without those I'm dead, so, slightly higher priority Second: I have absolutely no idea what would do that. SCake Consequences simply calls the basic SCake start animation functionality, it doesn't actually assert any control over the scene whatsoever. I have not heard about any issues like this in SCake, and I can't figure out how SCake Consequences could possibly have caused them. It triggers the scene and *if the scene goes*, does nothing until it's told the scene is over, at which point it sets your HP and tells INDY it finished its job. If the scene fails, it should just report that (and why), and then tell INDY it failed. The only possibilities I can think of are either a mod conflict (not sure what; maybe something else that triggers on defeat / interferes somehow with the communications? Not sure what or how), or that you're running it on a server and there's some kind of weird interaction that only happens in online situations. If there's no animation, you shouldn't even have the other party teleport to you and bounce off, it should fail with a message and do nothing. So there's definitely something unusual going on and I don't know why. If you are in a scene, all standard SCake controls should apply. By default, the "R" key should open a menu which will have an option for ending the scene. SCake settings control whether there's invulnerability during a scene, and by default you should be invulnerable for full the duration of any scene. Currently there is no functionality to disable attackers. Not sure if Michael (SCake) knows of a way to pacify Pals/NPCs in a region, but I certainly do not. If anyone knows how and tells me, I'd be happy to implement it though. Note: no plans for any of my mods to exist outside of blueprints, so Lua code that does this wouldn't help 😅
blepz Posted August 24, 2025 Posted August 24, 2025 This seems to need an update. If I use anything after INDY 1.1 the game crashes on startup.
alphabetsoupdog1234 Posted September 29, 2025 Author Posted September 29, 2025 This seems to need an update. If I use anything after INDY 1.1 the game crashes on startup. The 1.3 version of the mod, the May upload, should work fine with newer version of INDY. Yeah, 1.3 is the most recent version I have on my PC. The one without a version number is the old-style, I think, which crashes the game if it does not have the expected version of INDY because I made it before I learned how to set up interfaces - which are definitely the proper way of doing this kind of extendable mod compared to my initial hackjob of creating a template actor which submods were made as children of. The 'old' style of submods relied upon being child functions of something, so if the expected version of INDY was not installed they would crash the game. The newer system, submods will not crash the game even if INDY isn't installed. More stable, too. The older versions of submods will crash the game if they don't have a proper version of INDY installed.
alphabetsoupdog1234 Posted July 24 Author Posted July 24 I've deleted the version of the mod before 1.3 (i.e. one that used the old version of INDY) because the chance of someone downloading the version that will crash their game if they don't have an old version of INDY was a lot higher than someone for some reason *wanting* an old version that had zero benefits over the newer versions. If you still have a REALLY OLD version of INDY... just update. The code is cleaner, there's more customization options, etc. There'll be another new version of INDY at some point (testing has revealed a couple issues), but it won't break compatibility. Compatibility broke with the change to INDY 1.2 (I think that's the version it was) because the way of getting functions to work was basically by including child-functions of INDY's functions in submods so that INDY could call them with proper arguments. If their parent (the functions in INDY) weren't in game, it would crash. This led to a bunch of people having problems, and I replaced it with an interface. If INDY isn't there, the Interface just fails to do its thing, rather than crash... Much better! Anyways, enough of the history lesson. I have no intention of removing any version of the mod that uses interfaces because those won't crash the game with the wrong version of INDY installed / none of the reqs installed. So if you want to use the SCake 0.6 version when 0.7 is out (or when SCake hits 1.0 or whatever in 20 billion years) if you still want to be using the old ass versions, you're welcome to do so. Do I recommend it? No. But I'm not gonna stop you. I just removed the really old one because it did cause confusion and crashing >.< --- This mod still isn't anything special, it's just a simple option to start a scene when you get your ass kicked if you have INDY installed. But sometimes simple is what is needed It's still completely random among valid scenes, there's no tagging or whatever, so you could still get beat up and then use a dominant-player animation because that's what you have installed. I didn't bother with tagging because the limited # of animations means it would fail more often than it would function. If someone else wants to make a version of this that does specify a type of scene, they're welcome to. INDY's SDK is on Nexus, it's pretty straightforward. You add the interface, and then there's a function that INDY will call when your submod should run, and you should call "Submod Failed" if you can't do what you're supposed to - or "Submod Finished" after your mod is finished doing whatever it's supposed to do. Otherwise, you can have your submod do whatever you want when it's called. Drop money? Have sex? Destroy your armor? Whatever you can figure out how to do in UE Blueprints. And if you're real crazy and want to call lua/c++ stuff from blueprints, that's up to you.
Shannon Vanshoon Posted 11 hours ago Posted 11 hours ago Alright, I've been using this mod and INDY for a bit now, but I've come across a weird issue... for whatever reason, the mod seems to be triggering when my shield goes down to 0, so needless to say if I'm in serious enough combat, I kinda constantly keep 'submitting', and it's getting annoying. Have you heard of this before?
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