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Brugas

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Posts posted by Brugas

  1. 7 hours ago, xyth said:

    Minor update to version .20:  Fixed Demolition Zombie not attacking NPCs.  

     

    Also fixed the 1-Birds addon so birds now spawn as expected.

    Thank you and all of the various team(s) members helping out will all these mods.
    Can I make a simple request though for updates? Would it be possible to add an update "date" stamp next to each mod and their hyperlink? That way when scrolling through all the modlets we can see which ones have changed recently instead of re-downloading them all. I know the changelogs usually say what was changed, but this would help to show anyone looking at the files (on the first page).

    Thanks again!

  2. This is just a terrific implementation. Thank you.
    I know there are people who don't care for little things like houses, deco, things like this... but this is one of those added-layers I love that makes the game more enjoyable.
    Always loved the Codex implemented in Warhammer Online (the old MMO) and this has similar vibes. 
    Thank you again!

     

  3. 15 hours ago, Must4Die said:


    i had this error on log "Vulkan - Suboptimal memory type used for buffer because of low memory"

    i am using a ryzen 4600g with vega 7 APU and 16GB RAM, increasing the vram don't do anything, but swaping to directx fixed this issue

    I believe Roland stated somewhere around here that Vulkan wasn't implemented or optimized, etc something along those lines... and to use the DirectX options instead of Vulkan until they do.

     

  4. There may be some hardcore overhauls which have edited tables for food like that, though I don't know of them off-hand.

    If you're just trying to increase the difficulty with food/drinks in general, you may be able to combine some other similar mods that may give you some satisfaction in that area.

    khzmusik's Food_Spoilage - any food, not canned or preserved, will start to decay and spoil the food or drink (you can cook the spoiled water for clean water again at least).

    SphereII and the crew working on the Wintereen overhaul and Winter Project, I believe touched up on khzmusik's Food Spoilage and has some additional effects with frozen, frozen foods, etc and spoilage as well. You can check out the overhaul or see if there is individual modlets in Spherell's repository on github. They have a link for it around here.

    kAesirkin's Nutrition Buffs - This also touches upon foods and gives you buffs for your nutrition intake and, I believe, different foods now have different values to keep your nutrition levels good, otherwise you suffer in some way. I'll have to go back and check the details but it sounds like something that might help you.

    Harry's Wellness - I believe this also adds similar functions, but useable with, kAesirkin's Nutrion Buffs. Foods affect it and depending on your wellness it also effects things like your healing times, etc.

    You could then combine that with harder to craft mods, if you want to increase the difficulty of making the foods too.

    As far as lists of reduced hp/stam, etc, without manually editing yourself, you may have to check hardcore overhauls and see if they have something like that and use theirs or, if the powers that be that dwell in the shadows here, have lists already made, they may be gracious enough to share with you or the public.

  5. 22 minutes ago, sphereii said:

     

    That's only part of the puzzle. It also needs to sink prefabs, then fill those prefabs up with snow, so there's a few different  places to change.

     

    The snow fill happens on every chunk being loaded and created, so it might be challenging to adapt as a partial effect in the world. 

     

    Yeah was thinking maybe do some workarounds, like they did with gore blocks. With an additional timer counter, when it snows or blizzard is in effect, it adds snow blocks at intervals. Perhaps even going so far as making 1/4 or 1/8th block increments instead of just a full block of snow, so it can look like its accumulating better over time. Visual changes would only be seen in spheres/radius of visibility by players, but game-wise, the biomes hit would have that timer count adding in the number of blocks when you entered them.

  6. 21 minutes ago, mdkiam said:

    hi, new to the mod and wanted to try it. loads fine and plays fine until i try to access a trader and it crashes while i have an option to click "i have the diary" but it does nothing.  have searched and searched and found it has something to do with other mods im running but i am not running any other mods and am using the mod-launcher.  please help

    Are you running A20? This is the A20 version. The A21 version is here if you are running A21+

     

  7. 3 hours ago, ktrain said:

    I have a lot of mods but I don't think any of them change anything into crawlers and I never saw before installling these two packs so...

     

    I'll get some screens next time it happens, but a video would be better, but I don't have the knowhow. It's hilarious for sure though!

    Just out of curiosity, are you using War3zuk's AIO overhaul too? His combines various zombie/mob packs, like guppycur's 1 and TWO into a single modlet. I noticed weird death animations using TWO until I figured that out. His also combines NPCMODs spider packs, some of the Darks packs (enemy factions), and ganz zombies, etc, so if you're using any of those, you'll want to use either his version OR the originals, but not both. Will definitely cause a number of issues.

  8. 28 minutes ago, xyth said:

    Its hardcoded that way.

    Oh is it? I thought you could vary it in the worldgen of the biomes.xml and thought it would change it. Thought it was a cool effect which could be used for blizzards and storms in the future.
    <!-- filluptorg doesn't have a depth, so we'll only target the top level, which has a depth -->
      <set xpath="/worldgeneration/biomes/biome//layers/layer[@depth][1]/@depth">8</set>
      <set xpath="/worldgeneration/biomes/biome//layers/layer[@depth][1]/@blockname">terrSnow</set>

  9. 2 hours ago, ahugehit said:

    2023-12-07T17:36:00 139.968 ERR XML loader: Patching 'entitygroups.xml' from mod 'GuppyZombiesTWO' failed:
    2023-12-07T17:36:00 139.968 EXC Exception has been thrown by the target of an invocation.

     

    do i need entity groups for both files? im not sure why its throwing me this error.

    Same. I'm currently working on various HUDs/UIs atm and havent had time to focus solely on that entitgroups.xml to see what's causing the problem, but I keep seeing the error while working on the other stuff. I did notice an "extra" or "double" line for one of the GS800s I believe, it wasn't the issue though but removed it nonetheless.

  10. 4 hours ago, Ezzat said:

    I was curious We have chickens of all sizes attacking us??? and killing us LOL in the game just curious if you made all the animals like chickens attack you on sight ??? LOL Its funny as hell but really sucks when your first starting out LOL I mean I can understand dogs bears buuuut....just curious :)

    Could be the beginnings of a new quest/adventure pack:
    Murder Most Fowl
    Something Smells Funny From The Poultry Farm

     

    8281729868_41962698d8_c.jpg

    1625387808322 (1).jpg

  11. 4 hours ago, BadZombie said:

    The tags for the prefab are: oldwest, wilderness and commercial.

     

    You can see if it has been generated by searching for the POI 'Casino_Plaza' in your newly created world.

     

    Alternatively, I play on the PREGEN10K map with the POI placed in a specific location in the desert.

     

    You can download that modified map under the miscellaneous files on the Nexus mod page.

     

    Lastly, you can add the POI to any existing map using the World Editor.

    Your recent update was flagged as suspicious. You may have to re-upload it on Nexus.

     

    Latest version of the mod with an update for Christmas slots.

    This file has been automatically quarantined and may be unsafe. How can I fix this?

  12. On 11/17/2023 at 6:32 PM, Black_Wolf said:

    Is there any plans for flying vehicles to be added in the future?

     

    I would be also really happy to provide for the Italian localization.

    Lol, here is the flying vehicles you'll get.
    Will get you across the map fast... whether you want to or not!

    flying_horror_by_saralgam1980_dgb0zp5-pre.jpg

    the_flying_horror_by_michalreznicek_ddx0b01-414w-2x.jpg

    Flying Horror.webp

  13. 42 minutes ago, ShadowDragon said:

    Little update. I did a full uninstall and then started a new map and took a Defend quest and left items in the mailbox across the street and the quest reset the area around teh safe house but not the wholw mao. 

     

    Hope this further testing helps.

    Was it supposed to reset the whole map??
    It's normally only supposed to reset the quest area/poi spot where quest goes.

  14. 9 hours ago, Spoot said:

    I experienced the same thing. I returned back to the trader that gave me the quest and they completed it and gave me xp.

    So, you can finish the quest, instead of cancelling or something.

     

    I think it is pretty cool. Some traders that you get sent to might be overrun. I imagine that would be about how it would be in a real zombie situation.

     

    Hah! Have the zombie traders come looking for you!
    "Two dollars..."

    2dollars - keys.gif

  15. 3 hours ago, bdubyah said:

    It seems to not think it has a water source, or else that sprinkler would be active and moving. Notice how in my pic it has particles around it, that means it is working. I didn't test with the bedrock connection though, so maybe that's where the problem is.

     

    EDIT: Did a quick test and bedrock seems to work fine: image.thumb.png.5e9f2e83a22588bb696a71110e34a378.png

     

    And this is what I see when looking at the pipes: image.thumb.png.670764e1958b151a28863f097c37f8bf.png

    I still say these would be great to help put out raging fires from a certain someone's "For the love of all that's holy, don't light that match in here!!" mod

  16. 5 hours ago, Ezzat said:

    Not sure if i am missing something or what but how do you find her, make her, um use her in game??

    You talking about the new NPC?
    Lol, you don't find them... they find you!
    You get turned into a random creature/animal if they find you... and you must survive until the next dawn in that form (kinda like Ladyhawke). If you survive, you turn back to yourself with no problems... if not, you suffer either a debilitating debuff or lengthy curse for angering the witch!

    305396367_480258677478242_3217908248409120381_n.jpg

  17. Does this work with your LBX Mercenary pack? Just wanted to know if it would be considered an add-on to it.
    I can see it being an add-on for other mods and can probably adjust things to make it play nice, but didn't know if you considered this an expansion for Mercenary or simply a generic add-on for most games (non-overhaul).

  18. 2 hours ago, User2010w said:

    I figured out the download!

    But the game is in Russian and the task is in English and it is not possible to copy from the game! If it hadn’t been deathly dark, I would have realized right away! And so I changed the drivers on the video card for 2 days! Why was it so difficult to do??

    When in doubt, go to Nexus.
    Sounds like your having more issues than just these mods.

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