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Showing content with the highest reputation on 12/14/2020 in all areas

  1. "Blood Falls", an underground lake and waterfall. Tourist attraction for many kilometers in every direction the interstates run. This is a large-ish prefab, primarily underground, inspired by the many caves in my part of the country, and one particular underground waterfall. Complete with garishly colored lights that curators seem to think "enhance" the natural beauty of cave formations. My first prefab attempt, trying to teach myself proper prefabbing. Many thanks to Genosis (sp?) at NotAGamer Gaming, for his video tutorial series. I'm calling it T4, bu
    3 points
  2. holy @%$# day 5 ran into dogs day 7 all 50 of them @%$#ers came at once not 7 or 8 like console no no no they all came I had 1 cop show up 2 undead birds a bunch of them fat blob woman zombies and dogs I got a tackle rifle and pump shot gun on day 7 early morning from trader both grade 1 went threw 300 7.65 round 150 9mill and around 30 shotgun but yes it is definitely a lot more of a challenge then console and definitely enjoying it
    2 points
  3. They just patched the experimental branch so probably at least a week-- especially if they continue to add changes. Could very well be that what they just did will end up being what they push to stable but there is no guarantee they won't push a few more changes out for this version.
    2 points
  4. @Damocles: if you are moving on to other things (and you find this post) would it be possible to release the source code to this? if it has other uses for you/other games of course It would make sense to keep it closed/protected. Forgive my ignorance if this has been discussed already, or if something about it is proprietary. I haven’t read any of the above posts I doubt I would be able to do anything with the code but someone else may be able to continue maintenance of it for this game.
    2 points
  5. Glad you liked the quests. Looks like you figured out the side quests.. I'm currently working on a massive overhaul mod that contains many many quests, much like this one. So... when its released (long ways off still) you'll have plenty to do.
    2 points
  6. Hi all, please be gentle as this is my first attempt at modding a game. Apologies if anyone has made these before but this is what I wrote for my personal games and just wanted to share to a community that gives so much. Vending was inspired after binge watching Glock9 and seeing how the "morning candy run" was becoming a routine.. I realized I was doing the same and wanted to break the cycle and add a bit of looting excitement SiNiCaL Darkness Modifies the Worldglobal.xml to reduce the moonlight ambiance , make it darker indoors and increase the day and night fog global
    1 point
  7. Ztensity's Modlet Creation Tutorial For Unity, XMLs & Localization Downloadable Walkthrough For Setting Up Animator For Switch Class With Lights After spending the past few weeks learning about Localization.txt files, how to use Unity, creating a light to work with the "switch" class and putting that into the game, I've decided to capture a large part of the process via a guide I've put together. This guide includes steps on how to add colliders, tags and an animator to an object into Unity and then getting that file into your modlet. Then, I went
    1 point
  8. Currently it does, but by the sounds "heat" rating. But it does it at a contant rate... Meaning 1 shot fired = to 2 added to your "heat" level if they added a random heat chance thing that adds a larger burst of "heat" at once, that would trigger a horde or screamer depending if your "heat" is already near 100% say like 10/200/30 in the sound xml or somthing The number 10 being the min number of shots needed to trigger the "heat" event, The number 200 being the max number of shots to trigger the "heat" event And the number 30 being how much "heat"
    1 point
  9. I'm extremely intrigued by the vending machine update! I think I will likely put that in my current save!
    1 point
  10. Bout to head to bed, so if you don't manage to get it working, i wrote this buff.. it should work, though i havent tested it. if anything it can be a starting spot for ya.. this is the buff that you'd reference in the walkson property. <buff name="buffThisIsYourNewBuff" hidden="true"> <stack_type value="replace"/> <duration value=".5"/> <!-- you don't need a long duration for a buff that's just used as a trigger --> <effect_group name="Set CVar"> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$buffDrugRecogDuration"
    1 point
  11. Yeah its possible. What i would do is create a new buff.. call it say buffRecogDurationTrigger or w/e you want. have that as the buff that's given through the walkson property of the block... then in buffs.xml, inside this new buff you would do onSelfBuffStart, set the cvar (what i linked earlier) to w/e you want the duration as, then another onSelfBuffStart that would AddBuff the recog buff..
    1 point
  12. I would suggest learning buffs.. It will open up a whole new world to modding. Most of all my mods have to do with buffs. If you attempt it and need help let me know.. But def try it yourself first. Buffs.xml is quite intimidating, but once you get the hang of it, everything is fairly straight forward in there.
    1 point
  13. @magejosh I added a pre-generated zombie only modlet with only 492 zeds, that hopefully will be server-side safe. I'll try to keep generating one of these as I make updates. I'm hoping to find out if there is a limit on file sizes which I can use instead as a generation limiter.
    1 point
  14. Update to 19.2 Stable Client Version Assembly-CSharp.rar
    1 point
  15. There was an issue where once it started raining it would get stuck on raining for weeks of in-game time. "Less gloomy days" means that issue is fixed and rainy days will come and go randomly and no one weather pattern will get stuck day after day.
    1 point
  16. ...but would not work should some other mod remove the recipe. Gouki's would.
    1 point
  17. A 'cleaner' way i would say CrazyAluminium ..... there are multiple ways to accomplish the same goal in Xpath so if it works it works whatever but not amateurish just different. Ragsy !!
    1 point
  18. but the one thig that bothers me,is that you can`t make a perfect connection between the farmpot and the original ground, there are always cracks!!!!
    1 point
  19. Quick update, I made a bug report: https://community.7daystodie.com/bug-test-1/bug-pool/turret-swamp-making-turrets-drop-through-the-ground-r1976/ ... and it was confirmed.
    1 point
  20. I took care of my problem with private routing. Thank you
    1 point
  21. Stealth would also be higher value if they eliminated sneak damage bonus or at least halve it without investment. A single point into Hidden Strike is sufficient enough to never look back at Agility.
    0 points
  22. Damn .. I sure Hope he comes back to it .. But, that is typical of a Mod maker .. (they come and they go) .. I would really hate to have that happen to a Great Mod as this one is and So Very Much Needed for the Game .. with Nitrogen _ I can make a really Nice 10-12K map in about 5 minutes and TFP RWG take over a 1/2 hour for a crappy 8K. Please Damocles .. keep up this Great Mod Take Care and Be Safe ... the Old Gamer ..
    0 points
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