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AboveTheChemist

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    2022
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Everything posted by AboveTheChemist

  1. I have a few ideas, but rather than toss them out here for you to try, I'll try them out on Brainstorm tonight and report back if I can find a way that works.
  2. Check my post at this link for a potential fix to your specific problem. Regarding the other issues that have been posted, I am not sure of the best way to fix them. I am just an end-user like the rest of you and am not involved with the CoH Modder at all. I was able to post that specific fix I linked because I encountered (and fixed) it myself.
  3. No need to do anything on your part, your characters will still be there when you get back. There is no deletion for inactivity, and the name release system is in warning mode only for now so unless the devs decide to elevate that system to active while you are out (which is extremely unlikely), your names should be safe too.
  4. Thank you for the kind words! I am quite happy to hear folks are putting these mods to good use. The optimal paths mod doesn't include every map in vidiotmaps, so for maximum benefit I'd recommend installing both. I'd install vidiotmaps first for the full map set, then the optimal paths to overwrite those zones with an optimal path map. The optimal paths maps use vidiotmaps as their base and shouldn't be any missing vidiotmap data. I tried to layer the optimal path data such that it appears 'beneath' most of the vidiotmap data, but there are some things that may be partially obscured by the paths and/or the halos that I put around the badges/plaques. As long as you don't mind a little bit of data being obscured, then there's no problem leaving the optimal paths mod installed.
  5. It would be helpful if you could post screenshots of the errors you are seeing, like what Blood Speaker posted a few posts up.
  6. This prompted me to check Badger, where I noticed all the badges had acquisition text except for a group of accolade badges. I plan on adding text to those in the next few days, and if I remember correctly you can pull data from the Badger database. If that is still the case you should be able to populate that missing data when I have updated the Badger data.
  7. I agree that costume previews would be useful. Another option for test driving potential costume purchases is the Beta server, where the costume vendors hand out free Prismatic Aether with which costumes can be purchased (at least as of the time of this writing, not sure if that will change in the future).
  8. In that case, have the history badge come with a gladiator badge that relates to one of the enemy groups that ends up populating Kallisti Wharf.
  9. For anyone that wants to test on Beta, here are some badge_grant codes that might help. /badge_grant OuroborosEnabled (Ouroboros access, also available in freebies menu) /badge_grant CimeroraExplorer (access to Cimerora via the exit portal in Ouroboros, no Midnight Squad access) /badge_grant NightWardTour3 (Night Ward exploration badge, also grants Midnight Squad badge for Midnight Squad access) /badge_grant MSMember (Midnight Squad badge for Midnight Squad access)
  10. Updated Atlas Park, Imperial City, Mercy Island, Neutropolis, Nova Praetoria, Perez Park, and Talos Island maps to account for updates to the underlying vidiotmaps. Optimal paths did not change, but some badge/plaque markers were adjusted for accuracy, and the base maps had minor changes. Installation instructions and change log are available in the top post. If anyone notices any issues, please let me know!
  11. The new costumes (and the badges earned from buying costumes) are not anything I am particularly interested in, so I plan to sell any I get for the foreseeable future. I won't rule out the possibility of buying a costume at some point down the road, but it should be easy enough to set aside a modest amount of particles for a costume purchase or two, or simply buy a few particles at the lower future price once the market for them settles.
  12. Sounds like they might have just forgotten to add the zones and badge unlocks to the Fast Travel menu zone checker for Fort Trident and The Crucible. Shameless plug, but there's a 2-for-1 deal on bug fixes because while that one is being fixed, this bug in the same menu could be fixed as well.
  13. Updating this for i27p4. I never got around to updating the emotes page above, but now that there are some new emotes (and some changes to emotes) in i27p4, I'll put the emotes page cleanup back on my to-do list. In the immediate future, I plan to update the new/updated power icons on the Macro image page, either tonight to first thing tomorrow this update is now complete. I updated the settitle listing page a little while ago. I have another couple of smaller wiki update projects (not necessarily related to i27p4) that I'm almost ready to begin working on. One will update the Halloween giant monster spawn maps, and another will (hopefully) improve/standardize how vidiotmaps are linked in the zone info box on the page for each zone. I crudely cobbled together something that worked when I updated that in the early wiki days, but now that I know slightly more I think I can make it better.
  14. The top post has been updated to include the i27p4 badges. If anyone notices any issues with the data please let me know.
  15. I've published an update to include the relevant emote changes from the Issue 27, Page 4 patch, as well as some general housekeeping fixes. The updated file is available at the post at this link above, and in the CoH Modder tool. More details are available in the changelog in the linked post above.
  16. Updated (in top post) to add/modify the following features: New badges for Issue 27, page 4 added Added badge listing by zone name to Safeguard/Mayhem exploration badges and Passport accolade requirements Added a sequential listing for each badge category (except Veteran and Wentworths, which were already listed sequentially, added a note in the menu for these) to match the in-game sequential list Removed many superfluous dividers and replaced them with titles, adjusted some category names to match in-game names, and re-categorized a few badges that were listed under the wrong category I also commented out the Favorites sections so that they would be hidden by default. They are still in the menu code, just commented out. So if you want to use the Favorites sections, just un-comment those sections (by removing the two forward slashes i.e. // at the beginning of each line of code) and add in your favorite badges. If you have been using the Favorites section, don't forget to copy your favorites from the old version to a safe spot before updating the mod! I didn't want to bloat the menu by making the sequential list its own main category, so I added the lists at the bottom of each categoric menu. That way it's available for those who want it, but unobtrusive for those that don't. Here's a screenshot of what the new sequential lists look like: If anyone notices any issues, please let me know.
  17. Users of CoH Modder may notice an error that states something to the effect of 'VidiotMaps I26 not found'. In order to make vidiotmaps more generic and remove the outdated reference to I26, I asked the admin for CoH Modder (The Philotic Knight) to rename the mod to just plain 'VidiotMaps'. Unfortunately that meant removing the old 'I26' version and creating the new 'VidiotMaps' mod in its place. I posted removal instructions for the old version of the mod in the CoH Modder thread at the link below: https://forums.homecomingservers.com/topic/21539-coh-modder/?do=findComment&comment=493775 This fix worked on my end, and I think it should work on your end as well. If not, please let me know, and I'll try to find a more ideal solution.
  18. I will no longer be posting updates to this thread. I have started a new thread at the link below for all future vidiotmap updates that I publish. Please visit the link below for all your vidiotmap needs: https://forums.homecomingservers.com/topic/37216-vidiotmaps-for-homecoming/ I will continue to monitor this thread, but if you have questions/comments/issues and see this post before posting, I encourage you to post at the link above instead. Thank you! EDIT: I will add the following note (copied from the thread linked above) for maximum visibility: Users of CoH Modder may notice an error that states something to the effect of 'VidiotMaps I26 not found'. In order to make vidiotmaps more generic and remove the outdated reference to I26, I asked the admin for CoH Modder (The Philotic Knight) to rename the mod to just plain 'VidiotMaps'. Unfortunately that meant removing the old 'I26' version and creating the new 'VidiotMaps' mod in its place. I posted removal instructions for the old version of the mod in the CoH Modder thread at the link below: https://forums.homecomingservers.com/topic/21539-coh-modder/?do=findComment&comment=493775 This fix worked on my end, and I think it should work on your end as well. If not, please let me know, and I'll try to find a more ideal solution.
  19. For those that are curious about how I came to post this thread, I offer the following (potentially sleep-inducing) information. Background And for those that want to know what the current full overhaul procedure entails, I've included a bit more detail in the spoilered section below.
  20. Last updated: July 08, 2025 Current version in City Mod Installer: Vidiotmaps for Homecoming (version 1.2.1) This post will cover the installation details, update log, and other technical information for the vidiotmaps map mod. I will cover background info and other non-technical information in a subsequent post. My eternal thanks to all those who have worked on VidiotMaps before me, and whose quality of work I strive to maintain and build upon. Please, at the very least, read the sections on Installation and Removing/Deleting Old Installations, as most of the answers to questions I receive are contained in those two sections. If anyone would like to use this mod as a starting point to build your own mod, please feel free to do so. All I ask is that the previous authors and I be acknowledged for the work that has been done to date, and that you take credit for any modifications that you make to this menu. Installation Removing/Deleting Old Installations General Update Log Zone-Specific Update Log File Contents Outdated Files Future Work
  21. I can't help with the database connection error, but the VidiotMaps error is because the name of the VM mod was changed to just plain 'VidiotMaps'. Here's what you can do to stop the VM error: Go to your <CoH Install Folder>\mods folder In either that folder, or in the 'installed' sub-folder (likely the latter), you should see a file called 'vidiotmaps_i26_coh_modder.zip' Move that .zip file out of your CoH directory to a safe place (and retain it for now) CoH Modder should now run without displaying that VidiotMaps error. I have now updated vidiotmaps for i27p4 so you'll need to search through the uninstalled server mods list for 'VidiotMaps' and install that. It is currently on version 2 (v2) as of the time of this post. Once you have installed the new 'VidiotMaps' version and verified that the maps are working properly in-game, it should be safe to delete the ''vidiotmaps_i26_coh_modder.zip' file (that was moved in step 3 above) if you wish.
  22. If anyone happens to have any .demo files from past Halloween events that include an Eochai/Jack and Unseelie spawn, and wouldn't mind sharing the file(s) with me, please let me know. I am working on updating the Halloween GM spawn point maps (hoping to finish them prior to the 2022 Halloween event) and I need to QC some spawn data I got from the leaked game files. Thanks in advance!
  23. For a couple of reasons, I needed and ended up generating a dataset of all badge names (by category) in their in-game sequential order. I started with data from Badger and verified it against the in-game display, editing as necessary. I know some of the in-game sequential badge lists on the wiki have been updated (mostly by KaiMoon I think), but there may be others that need updating. I wish I had time to do it myself, but I've got other stuff (including a couple of planned wiki projects) I am working on for the forseeable future. So if anyone would like the dataset, please let me know and I can share. Otherwise, I'll add the update project to my long-term list.
  24. This is basically the theme behind a SG I belong to (The Long Riders), although we team and we can use the AH for selling (no buying except invention salvage for crafting recipes). I am playing it a bit more restricted and only slotting Basic IOs and lower that drop, and I play more with XP off than on so that I can hit every possible mission/arc. I'm just shy of level 25 now but I've probably got enough in merits and saleable set IOs at this point to easily fund this character's full set IO build when I retire him from the SG. Playing this self-sufficient character has made me realize the vast amount of resources this game showers upon its players.
  25. In this case, certainly, and not anything that would seriously limit the viability of the solution you presented. In my case (the one I dealt with a year or so ago), it was a deal-breaking inconvenience, for which I had to find a alternate solution (which, while not perfect, works quite well). At any rate, hopefully the OP has some usable options from among the solutions we presented. Apologies to the OP for getting slightly off-topic on the popmenu technicalities!
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