Idk guys it kinda helps to READ the MAIN page to find most of these questions out nearly 60% of these questions could be answered if you read the main page and looked at everything. (Not meant to come off as rude but come on people really.)
Idk guys it kinda helps to READ the MAIN page to find most of these questions out nearly 60% of these questions could be answered if you read the main page and looked at everything. (Not meant to come off as rude but come on people really.)
Yeah, it really is kinda like "C'mon, man, look at the main post!" But sadly, not many people do that...
Oh, and will Darknuts be black, or will they be grey like the classic ones? Will they be like Windwaker ones when they lose armor when you attack from behind or will they be like the original ones like around Four Swords time? I'd prefer Windwaker ones, personally, but it'd be hard to change the model for them losing armor...Plus it'd probably make the performance go down a bunch. :l
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I got the trophy in Smash Bros. and saw that it was black, quite odd, and i played earlier link games so i know that they're originally grey.
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I love this mod. I use this along with ZeldaHearts (fairy edition) to give a more realistic zelda heart system. sense taht one has the hearts divided into quarters rather then halfs. pluss their heart containers and peices look more zelda like. but other then that this mod rocks. I only wish you can craft stuff like the two basic swords, the kokiri and hylan shields as well as the three armors cause i've looked for HOURS on HOURS and cant' find them even via trading. i'm not saing making the crafting easy. just accessable to use.
Well the whole point of the mod is to go explore and collect loot not make it craftable because you have the resources their not meant to be easy to get searching hours doesn't really mean that much if you weren't looking in the right places. So probably no crafting. ( Mind you I do not help with this mod and can not confirm it but that is mostly the point) Or if none of this makes sense let me simple it IT'S NOT ABOUT CRAFTING THE THINGS. (Also not meant to be rude your ideas aren't bad just not what the mod is about.)
I love this mod. I use this along with ZeldaHearts (fairy edition) to give a more realistic zelda heart system. sense taht one has the hearts divided into quarters rather then halfs. pluss their heart containers and peices look more zelda like. but other then that this mod rocks. I only wish you can craft stuff like the two basic swords, the kokiri and hylan shields as well as the three armors cause i've looked for HOURS on HOURS and cant' find them even via trading. i'm not saing making the crafting easy. just accessable to use.
I'm glad you enjoy it! As others have said, the point of this mod is to search for items, not to craft them with the unarguably near-infinite resources most players quickly end up with. Some of the basic items are occasionally available for trade, and others will become available for trade as you show off your various loot to villagers with whom you trade frequently. There are a very few items (actually, mostly blocks) that do have crafting recipes, but I do not plan on adding any recipes for existing items as I feel it would detract from the core atmosphere of the mod.
I dunno, I just like Darknuts...Maybe a little too much.
So, could you tell us what mobs are coming up, perhaps? I'd like to know what cool enemies are next...Stalfos? Redeads? Octoroks on land? I don't know, I'm just wondering.
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I dunno, I just like Darknuts...Maybe a little too much.
So, could you tell us what mobs are coming up, perhaps? I'd like to know what cool enemies are next...Stalfos? Redeads? Octoroks on land? I don't know, I'm just wondering.
I think it's better to keep it a secret - builds anticipation and all that
I dunno, I just like Darknuts...Maybe a little too much.
So, could you tell us what mobs are coming up, perhaps? I'd like to know what cool enemies are next...Stalfos? Redeads? Octoroks on land? I don't know, I'm just wondering.
He already said he wasn't going to put land ocktoroks in just yet.
It's been a while since I've played it, but IIRC you only take full and half hearts when you get hurt and start with 6 hearts to compensate.
Yeah, well SS was also a lot harder, I know I almost died a lot in that game. But that was only because the controls were different, and the enemies were "smarter" with the blocking and stuff.
I hate always bothering you with questions, but my server is using your amazing mod and the Custom NPC's mod. Sadly it seems that every NPC from Custom NPC's counts as a boss and therefore drops a skill orb. Is there any way for me to remove or lower skill orb drops from bosses on my side?
*********************************************************************
Never mind I found the post about bossdata. I agree that would be a great idea to set it to detect creature health.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/19/2013
Posts:
287
Minecraft:
Nintendude1236
Member Details
Crash report!
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.IllegalAccessError: tried to access class mods.battlegear2.api.quiver.QuiverArrowRegistry$DefaultArrowFire from class zeldaswordskills.item.ItemHeroBow
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:695)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.IllegalAccessError: tried to access class mods.battlegear2.api.quiver.QuiverArrowRegistry$DefaultArrowFire from class zeldaswordskills.item.ItemHeroBow
at zeldaswordskills.item.ItemHeroBow.registerBG2(ItemHeroBow.java:574)
at zeldaswordskills.ZSSMain.postInit(ZSSMain.java:108)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:694)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Crash report! battlegear2{1.0.5.7}
Occurs when I try to launch the game.
Please folks, read the release notes before updating a mod. I realize that's a little difficult at the moment due to the status of the OP, but still, you found the download link.
If you are using Battlegear2, which you are, you ABSOLUTELY MUST use the latest version 1.0.6.0 for the updated API code.
Yeah, it really is kinda like "C'mon, man, look at the main post!" But sadly, not many people do that...
Oh, and will Darknuts be black, or will they be grey like the classic ones? Will they be like Windwaker ones when they lose armor when you attack from behind or will they be like the original ones like around Four Swords time? I'd prefer Windwaker ones, personally, but it'd be hard to change the model for them losing armor...Plus it'd probably make the performance go down a bunch. :l
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I got the trophy in Smash Bros. and saw that it was black, quite odd, and i played earlier link games so i know that they're originally grey.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I'm glad you enjoy it! As others have said, the point of this mod is to search for items, not to craft them with the unarguably near-infinite resources most players quickly end up with. Some of the basic items are occasionally available for trade, and others will become available for trade as you show off your various loot to villagers with whom you trade frequently. There are a very few items (actually, mostly blocks) that do have crafting recipes, but I do not plan on adding any recipes for existing items as I feel it would detract from the core atmosphere of the mod.
True, but keeping them at half-hearts makes it more Minecraft-ish, which this mod also is
True. I guess I was making an opinion rather than a suggestion.
So, could you tell us what mobs are coming up, perhaps? I'd like to know what cool enemies are next...Stalfos? Redeads? Octoroks on land? I don't know, I'm just wondering.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I think it's better to keep it a secret - builds anticipation and all that
It's been a while since I've played it, but IIRC you only take full and half hearts when you get hurt and start with 6 hearts to compensate.
He already said he wasn't going to put land ocktoroks in just yet.
Yeah, well SS was also a lot harder, I know I almost died a lot in that game. But that was only because the controls were different, and the enemies were "smarter" with the blocking and stuff.
*********************************************************************
Never mind I found the post about bossdata. I agree that would be a great idea to set it to detect creature health.
cpw.mods.fml.common.LoaderException: java.lang.IllegalAccessError: tried to access class mods.battlegear2.api.quiver.QuiverArrowRegistry$DefaultArrowFire from class zeldaswordskills.item.ItemHeroBow
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:695)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.IllegalAccessError: tried to access class mods.battlegear2.api.quiver.QuiverArrowRegistry$DefaultArrowFire from class zeldaswordskills.item.ItemHeroBow
at zeldaswordskills.item.ItemHeroBow.registerBG2(ItemHeroBow.java:574)
at zeldaswordskills.ZSSMain.postInit(ZSSMain.java:108)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:694)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_60, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 178711488 bytes (170 MB) / 462139392 bytes (440 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.18.1180 Minecraft Forge 10.13.0.1180 14 mods loaded, 14 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
FML{7.10.18.1180} [Forge Mod Loader] (forge-1.7.10-10.13.0.1180.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Forge{10.13.0.1180} [Minecraft Forge] (forge-1.7.10-10.13.0.1180.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TConstruct-Preloader{0.1.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
battlegear2{1.0.5.7} [Mine & Blade Battlegear 2 - Bullseye] ([1.7.10] Mine & Blade Battlegear 2 - Bullseye - 1.0.5.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
DamageIndicatorsMod{3.2.0} [Damage Indicators] ([1.7.10]DamageIndicatorsMod-3.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ArchimedesShips{1.7.10 v1.7.1} [Archimedes' Ships] (ArchimedesShips-1.7.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BiblioCraft{1.7.4} [BiblioCraft] (BiblioCraft[v1.7.4][MC1.7.10].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Mantle{1.7.10-165.4bc3343} [Mantle] (Mantle_mc1.7.10_0.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TConstruct{1.7.10-1.6.0.jenkins535} [Tinkers' Construct] (TConstruct_mc1.7.10_1.6.0d34.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
mdc{1.1} [mdc] (the_dalek_mod_1.7.10.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
thedalekmod{14.00} [DalekMod] (the_dalek_mod_1.7.10.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TwilightForest{2.2.2} [The Twilight Forest] (twilightforest-1.7.2-2.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
zeldaswordskills{1.7.10-beta-0.1.6} [Zelda Sword Skills] (zeldaswordskills-1.7.10-beta-0.1.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Errored
Mantle Environment: Environment healthy.
TConstruct Environment: Environment healthy.
Occurs when I try to launch the game.
Please folks, read the release notes before updating a mod. I realize that's a little difficult at the moment due to the status of the OP, but still, you found the download link.
If you are using Battlegear2, which you are, you ABSOLUTELY MUST use the latest version 1.0.6.0 for the updated API code.