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Showing content with the highest reputation on 07/24/2021 in all areas

  1. UPDATE: No Wolves on Day 2. Start of Day 3 had one, but this time i had a small fortress surrounded by wood spikes and a bow and arrows. Fool me twice shame on you. Fool me 3 times, shame on me.
    3 points
  2. All the skeletons are in Madmole's closet...shhhh
    2 points
  3. If yall know alot about guns like I do, yall would know the M60 is an open bolt weapon which means when loading yall have to yank the lever to pull back the locking bolt first before you insert a bullet belt into the receiver in A18 the M60 had that kind of loading animation but now in A19 the animation shows the player pulling the bolt back last when it should be done first like every belt fed machine gun in existence.
    1 point
  4. We have to launch the game first and see by ourselves, the game won`t be perfect at any sense as experimental build. Devs have not planned any big changes in the game engine or mechanics. I`m pretty sure quite a few people have already tested the latest game build behind closed doors. Most of the confirmed changes deal with visual enhancements, game-stage/biome balance. Amazingly shocking blunderbuss is going to be replaced with more content. Better map generator with custom elements/objects created by PIMPs will be available, mods and so on. Only God, SKYNET, devs, and people involved know what is to be expected... something tells me we are already testing at least a chunk of stability for A20 with A19.5 version...
    1 point
  5. But Roland was referring to A20 experimental versions, so it would be a gamebreaker in that case...
    1 point
  6. Sorry about that: if the .bak file doesn't work, what Beelzybub said is the way but you can also so this to get your tier progression back: *enable dm in the console *enter tppoi in the console *Teleport to trader of choice *enter into the console: givequest test_turnin 10 times *turn those quests in *accept opening trade routes in the special jobs *Hit escape, search for trader (click the trader that trader told you to go to, this trader should give you another one of those too) *repeat as desired The givequest quest_tierXcomplete works as well, but it doesn't seem to be triggering higher tier of quests properly.
    1 point
  7. Start a new game using the mod launcher and then you can continue that game even while checking out the experimental versions whenever they become available. Experimental versions aren’t great for a long term game anyway so even if it were to drop in August, you wouldn’t really be ready to start a new long term A20 game until October. So having a long term A19 game on the mod launcher while checking out the new features of A20 on Steam is the best method and you could start now with a new long term A19 game.
    1 point
  8. Curios, how does skeletons fall in the 7d2d universe?
    1 point
  9. How can they fit, when he himself is deeply hidden in there?
    1 point
  10. I'm not sure how to tag people, but also omegarte mentioned this issue. Khaine offered a quick attempt at a fix I finally started trying this mod yesterday in 19.5, and ran into the same problem. I am using the mod launcher, and here is how I fixed it: 1) I added Khaine's Lockable Slots mod (because I love it and I'm used to it from my normal 7D2D game. 2) I removed the inventory buttons that are added in the core RomeroMod. Here's how: Go in to \Mods\1-RomeroModCore\Config\XUi\windows.xml You will see <configs> <!-- Backpack Buttons mod --> <append xpath="/windows/window[@name='windowBackpack']/panel[@name='header']"> <button depth="3" name="btnStashAll" style="icon30px, press, hover" pivot="center" pos="281,-21" sprite="manux_ui_game_symbol_basket" tooltip_key="lblStashAll" sound="[paging_click]" visible="{lootingorvehiclestorage}" /> <button depth="3" name="btnStashFillStacks" style="icon30px, press, hover" pivot="center" pos="317,-21" sprite="manux_ui_game_symbol_stash_all_but_first" tooltip_key="lblStashFillStacks" sound="[paging_click]" visible="{lootingorvehiclestorage}" /> <button depth="3" name="btnStashSmart" style="icon30px, press, hover" pivot="center" pos="353,-21" sprite="manux_ui_game_symbol_stash_all" tooltip_key="lblStashSmart" sound="[paging_click]" visible="{lootingorvehiclestorage}" /> <combobox name="cbxLockedSlots" type="ComboBoxInt" pos="374, -6" width="140" height="30" value_min="0" value_max="45" value_wrap="true" value_increment="1" tooltip_key="xuiStashLockedSlots" visible="{lootingorvehiclestorage}" /> </append> ... then the custom logo mod That is the code that is putting in the overlapping buttons, and since I have the newer Lockable Slots mod, I don't need these...so here's how I fixed it by commenting out the backpack buttons part. You should be able to just delete that part between the <configs> line and the comment about the custom logo though. <configs> <!-- Backpack Buttons mod --> <!--append xpath="/windows/window[@name='windowBackpack']/panel[@name='header']"> <button depth="3" name="btnStashAll" style="icon30px, press, hover" pivot="center" pos="281,-21" sprite="manux_ui_game_symbol_basket" tooltip_key="lblStashAll" sound="[paging_click]" visible="{lootingorvehiclestorage}" /> <button depth="3" name="btnStashFillStacks" style="icon30px, press, hover" pivot="center" pos="317,-21" sprite="manux_ui_game_symbol_stash_all_but_first" tooltip_key="lblStashFillStacks" sound="[paging_click]" visible="{lootingorvehiclestorage}" /> <button depth="3" name="btnStashSmart" style="icon30px, press, hover" pivot="center" pos="353,-21" sprite="manux_ui_game_symbol_stash_all" tooltip_key="lblStashSmart" sound="[paging_click]" visible="{lootingorvehiclestorage}" /> <combobox name="cbxLockedSlots" type="ComboBoxInt" pos="374, -6" width="140" height="30" value_min="0" value_max="45" value_wrap="true" value_increment="1" tooltip_key="xuiStashLockedSlots" visible="{lootingorvehiclestorage}" /> </append--> <!-- Custom Logo Mod --> For those not familiar with XML, notice the difference of the <append changed to <!--append at the start, and then the </append> changed to </append--> at the end. That converts those two bits to comment start and end. Like I said, probably easiest to just delete the part between <configs> and <!-- Custom Logo Mod -->, but I didn't try that yet and figured I'd get this posted because there's a couple of YouTube streams that would probably like this fixed. Khaine - Thanks for your great mod work! You've really given extra life to this game.
    1 point
  11. Oh now i got it Yes that is easy to implement for me. Just have to search for double entries where the "key" is the same and delete all but one.... i am one now EDIT: i can find duplicates. Already coded in but i have to work around the returns in the file that make me trouble right now. Like in line 6644: TwitchAction_BuffDistortDesc,twitch,Actions,,,"Distorts the vision of the target and their party for 60 seconds. Does not allow other [FFAFAF]Vision Effects[-] or [FFAFAF]Headshot Only[-] to be applied.",,,,,,,,,,,,,, This breaks my program right now and i am now looking in that.
    1 point
  12. Undead Legacy 2.4.26 Stable is out for A19.5 (b60)! Patch notes: - Updated English localization for Pistol Pete book series - Rebalanced Leather, Iron and Steel knuckle stamina use - Rebalanced Rusty and Iron Cleaver stamina use - Rebalanced Stone Pick, Shovel and Axe stamina use - Rebalanced Scrap, Iron, Steel and Titanium machete damage values - Fixed not being able to pick up Snowman - Fixed Scrap Glass to be scrapped into sand - Fixed modArmorTripleStoragePocket mislabeled as Armor Double Pocket Mod - Fixed item info panel sometimes showing inaccurate repair material for armor - Fixed item info panel description background rendering too tall for items with cosmetic slot, but no mod slots Incremental patch available: http://ul.subquake.com/dl?v=2.4.19-2.4.26 Incremental patch tutorial for mod launcher users: http://ul.subquake.com/mod-launcher-incremental-updates
    1 point
  13. Not really sure what it means, but here is the error from your log that is probably your issue: 2021-07-22T20:20:28 18.717 ERR Error opening SDF file: 2021-07-22T20:20:28 18.718 EXC Sharing violation on path C:\Users\HOMEBASE\AppData\Roaming\7DaysToDie\Saves\profiles.sdf IOException: Sharing violation on path C:\Users\HOMEBASE\AppData\Roaming\7DaysToDie\Saves\profiles.sdf at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <567df3e0919241ba98db88bec4c6696f>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0 at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode) at SDF.SdfFile.Close () [0x0000a] in <e9521218400243e9ac8c145545b586cf>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) SDF.SdfFile:Close() ProfileSDF:Finalize() Seems like it's having issues accessing the correct folder for your profiles. That's also the same location the worlds are saved at.
    1 point
  14. I have so many replies to this... but they'd all get deleted. My head is in the wasteland, most days.
    1 point
  15. TFP is holding a meeting on that particular topic.
    1 point
  16. The one on the left, not the one on the right. Lotta mileage out of this joke lately...
    1 point
  17. try to build a workbench from this modlet. "Ammo workbench" AFAIR. Its with green logo on icon.
    1 point
  18. You suck. I demand you retract this statement immediately, and fix Z2 so it works properly within the next 2 hours, or I swear by all that is holy I'm gonna sneak in to your game and strategically place explosives all over your hoarde base so the Z's can decimate it!!! In all seriousness, I hope that at some point you revisit Z2, as it is, by far, the best UI mod available - but I know how difficult and time consuming creating and maintaing mods can be (especially something as awkwardly annoying as a UI mod) - so I get it. You suck, but I get it 😛
    1 point
  19. I've been experimenting with heightmaps and splat files and here's a test of a racetrack including banked sides and an edited splat file to give the track a road texture:
    1 point
  20. This is a modlet I made for 19.5. I like the random stats on the stuff you find but it does feel bad finding a higher quality weapon with markedly worse stats than a lower quality weapon. This aims to fix that in a balanced manner. Download Link (GitHub) Features New Workstation - Machinist's Bench This new bench takes over the old table saw that got dropped a few versions ago. Mods have been moved to be crafted here along with the suite of retooling recipes. Worlds that start fresh with this modlet should have these appear in the wild. They'll convert over in old worlds but the crafting menus won't work for those due to a quirk in the engine I've yet to find a way to rectify. Crafting or finding one is possible! Tool and Weapon Retooling - Reroll the stats for equipment that is made from the various 'parts' resources you find. These recipes are unlocked at the same time as you unlock the base recipes and allow you to use the item in question as an ingredient, plus a handful of it's original materials, to re-craft and thus re-roll the random stats you got to try and get something better. It could end up worse, but the process is fairly cheap. You can also upgrade low quality items to the highest quality available for you to craft (if you find a q1 rifle and your skill allows for q4, you can upgrade it to q4). Items modified in this manner cannot be sold to the trader. They don't know what you did to the thing. Mod Crafting - Now happens from the Machinist's Bench New Skill - Machinist (Intellect: Craftsmanship) Unlocks a handful of useful mod recipes for you to craft as you level it up. Each level increases the effective damage increase your mods confer. Vanilla rate is 10%. At level 5 the effectiveness increases by 25% for a total of 12.5% per mod attached to the weapon. On a Quality 6 this is like having a 5th mod's worth of damage! Update Item - Machinist's Compendium If you're loading this into an already existing game world this item made at the workbench will update the new recipe unlocks to match your current set. It's made with some paper, glue, and coal.
    1 point
  21. Yeah, I know this pain. I've fired a real .44 revolver before and the animation for this in game is just.. frighteningly unrealistic.
    1 point
  22. I have a tested & confirmed way to still drop zombies, if that's your style. I have a picture showing the design (4 ramp blocks & 4 pyramid blocks). The 5 minute video gives a quick walk-through on how to build it (along with a special visit by a zombie bear, lol), and it also shows a completely safe passive base design. It's a design I've had for quite a while & still works in A19.
    1 point
  23. noooooooo please i beg you bring up this topic bettwen studio member. skeletons is what 7dtd need most!
    0 points
  24. forgot to tell ya... TFP = The Forum Players
    0 points
  25. god no now i cant get that out of my brain. my blurry morning eyes first read that as snowdog and his testicles its gonna be a bad day...
    0 points
  26. So true, this is a forum for fanboys only. I'll crawl back under my rock and ignore this forum for another few years and see if it's done then.
    0 points
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