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Expand Your World
Create and share new mods to expand your worlds: items, monsters, skills, races, realms, game systems. Anything and everything is possible.
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Ponxha 16 Jun, 2016 @ 6:19pm
Disabling achievements because content is invalid
So I tried modding a little by adding lvl50 gear (head/chest/legs/shield) since there is not much choice in game.

Everything works fine but when I check the log, it says "Disabling achievements because content is invalid +name of one of my items".
How can I tell which part is invalid of the item? Did I set the attribute value range too high? The component cost or craft experience? Is there some sort of information somewhere that tells you what is fine and what is not?

I tried changing a lot of thing: removing attributes, potentials, lowering/augmenting values/ranges (crafting materials, experience, attributes, potentials...) and the message never disappeared.

It's based on Syle Corps Robe (lvl42), just with upgraded values.Maybe I'm missing something obvious:

from core.combat import AttackType from core.template.template import Substitute from core.template.item import Item, Material, Genus, PoiseAttribute, StatAttribute, SyleReductionAttribute, AttackTypeAttribute armor = Item( name = "Black Mage Robe", image = "black_mage_robe.png", unique = True ) armor.craftable( category = "Armor", subcategory = "Chest", isResearchable = True, level = 50, experience = 50, serviceRequired = "SyleChamber", upgradeFrom = 'syle_corps_robe', materials = [ Genus('premium_syle_core', quantity=6), Material('concentrated_chaos', quantity=2), Material('corrupted_remna', quantity=2), Genus('dreamcloth', quantity=3), Genus('sanos_horn', quantity=2) ] ) armor.equippable( slot = "chest", levelRequired = 50, visuals = [Substitute('shirt')], attributes = [ AttackTypeAttribute(AttackType.Magic, (5, 10)), PoiseAttribute(), SyleReductionAttribute(valueRange=(10, 15)), StatAttribute('DEF', valueRange=(39, 42)), StatAttribute('MIND', valueRange=(48, 55)) ], potentials = [ StatAttribute('DEF', valueRange=(44, 48), weight=100), StatAttribute('MIND', valueRange=(57, 62), weight=80), StatAttribute('INT', valueRange=(32, 39), weight=100), StatAttribute('HP', valueRange=(34, 42), weight=20), StatAttribute('SP', valueRange=(44, 48), weight=20), StatAttribute('AGI', valueRange=(23, 28), weight=10), StatAttribute('LUCK', valueRange=(14, 18), weight=10), ] )
Last edited by Ponxha; 16 Jun, 2016 @ 8:26pm
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Showing 1-5 of 5 comments
Baxter900 4 17 Jun, 2016 @ 8:30am 
As far as I know all mods will make achievements invalid.
Ponxha 17 Jun, 2016 @ 8:42am 
Originally posted by Bandersnatch:
As far as I know all mods will make achievements invalid.
Yes, I'm aware of that too (and I find it a bit weird since most people liking achievements won't bother with mods until they finish everything).
But I only get a "content is invalid" on this specific item without more information. I have 2 mods enabled, one from the workshop (5 or 6 Zelda items, low level/stat) and one I made (4 items, lvl50). All those items work btw, everything is researchable, craftable and equipable.
Last edited by Ponxha; 17 Jun, 2016 @ 8:50am
Baxter900 4 18 Jun, 2016 @ 10:07am 
Weird, I have no clue. Next time I see Jasson I'll ask him for the specifics of what makes a mod invalidate achievments.
Ponxha 18 Jun, 2016 @ 7:43pm 
After checking (aka deleting my mod and downloading one on the workshop) it seems like the generic message when something isn't from the main game (so any mod, it just pick the first item to load).

Case closed I guess.
Baxter900 4 18 Jun, 2016 @ 8:46pm 
Yea. In the future I think the plan might be to make it so only some code in mods stops achievements, but since that's quite complext to do, it would be something far in the future.
Last edited by Baxter900; 18 Jun, 2016 @ 8:46pm
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