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renejant

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Everything posted by renejant

  1. hmm there should be something that controls the overall sound levels?
  2. I am just referring to the overal sound volume of the speakers... In general, i find them too loud when it goes off!. I have been looking at the code in the xml file, but what i see is this code, I have marked in red what i think needs to be adjusted to the sound level... : <append xpath="/Sounds"> <!-- Speaker 1 --> <SoundDataNode name="smitty_siren1"> <AudioSource name="Sounds/AudioSource_VO_Announce"/> <AudioClip ClipName="#@modfolder:Resources/smittylv_envato_sounds.unity3d?ship_siren" Loop="true"/> <Lo
  3. is it possible to adjust the volume of the sounds by editing a specific line of code in the xml file? Because some sounds are incredingly loud!
  4. It worked! Thanks to Telric for guiding me into the right direction! I added the following 2 lines into the "HideonScreenSprites" Mod! <remove xpath="/nav_object_classes/nav_object_class[@name='land_claim']/map_settings" /> <remove xpath="/nav_object_classes/nav_object_class[@name='sleeping_bag']/map_settings" /> Happy me! Thanks Telric!
  5. Hi Guys, i am looking for a modlet that removes the bedroll and the landclaim icon from the ingame map, since they are in the way for me... I have searched everywhere in the files where this is being adressed... But to no avail! So i was wondering if someone could write a small modlet using xpath's that removes those 2 icons from the map... Thanks in advance!
  6. @bdubyah looking at your military vehicles, may i suggest to add in a Abraham/Tiger tank or an Apache helicopter? I think they are missing from your collection... Would be a nice addition to the game, seeing the military tried everything to fight the zombie apocalypse... 🙂
  7. That is another approach people can do... but i did it on a per item based coding cuz in my opinion, some items should still be unsellable, due to being overpowered, or the trader doesn't want it, or seems useless to sell... etcetera etcetera... But people can adjust the coding to their own needs if they want to. What i just did was to make a little adjustment to the files because it seemed unlogic to me that you could not sell a simple item like the stone axe to the trader, sure you can scrap it, but if you come across alot of stone axes in loot, it should be handy to make a few bucks from th
  8. @stallionsden, i've taken the liberty to update your mod to add in some extra lines... Here is what i have added into the items.xml of your modlet: <!-- Tools that are unsellable made by TFP --> <!-- added by Renejant --> <append xpath="items/item[@name='meleeToolRepairT0StoneAxe']"> <property name="SellableToTrader" value="true"/> </append> <append xpath="items/item[@name='meleeToolRepairT0TazasStoneAxe']"> <property name="SellableToTrader" value="true"/> </append> <append xpath="items/item[@name='meleeToolShovelT0StoneShov
  9. might it be possible that the next upcoming version will have a rwgmixer-file in it? with a more diversity in buildings being spawned? because personally i think some buildings popup too many times... while others don't...
  10. @meganoth have you tried increasing the prob number to see what happens? maybe increasing will increase the drop chance... @falcon470 yes, there is an uncertainty factor into play which i cannot completely understand yet, so most things here i say is a total quess.... i am just trying to help with the knowledge i do have about the files... like i said before... im not an expert nor will i claim it to be one...
  11. renejant

    Riles Vanilla Plus

    never mind, i edited it myself and now it works.. here's what i changed myself: <configs> <!-- Zero scrapping times! I hate the scrapping times with a PASSION!--> <append xpath="/items/item[@name='resourceYuccaFibers']"><property name="CraftingIngredientTime" value="0"/></append> <append xpath="/items/item[@name='resourceScrapBrass']"><property name="CraftingIngredientTime" value="0"/></append> <append xpath="/items/item[@name='resourceScrapLead']"><property name="CraftingIngredientTime" value="0"/></append> <a
  12. @meganoth You are right... it is just a combination of factors that are into play here... @falcon470 I have taken a look again, and to me it seems like, items are also categorised into which lootcontainers it has to drop. Lootcontainers are for example a cupboard, thrashcans, bags etcetera... Each LC contains a line that says which items has to be into that when u open it ingame. <lootgroup name="cupboard"> <item name="drinkCanEmpty"/> <---- item will ALWAYS be in here <item group="cannedfood" prob="0.5"/> <---- s
  13. If i understand correctly looking a the loot.xml file, it is based on which level AND on which gamestage you are at the moment... Qouted from the loot.xml file, it states the following: <!-- Overrides the probability on a per item basis. --> <!-- Level is the loot gamestage of the player / party. For LOOT gamestage, the GS of the player with the highest GS in the part is being used. --> Further down the loot.xml file it states: <!-- This generates items with Quality Levels based on the player party's gamestage. The LootGamestage effec
  14. Could you possibly add in some screenshots/video's about this modlet? It makes it more handy to view at a glance about what this mod is about, so people can decide more easily at first glance to download it or not.... just a suggestion....!
  15. I find it abit strange that we don't have zombie childrens... Don't they get turned by the zombies? Or will this be a future thing? What do you people think about this????? Should we see zombie children for more realism? or not?
  16. renejant

    Riles Vanilla Plus

    Thanks for the quick work! I will test it out and let you know! Works like a charm!! Is there a way to make it applyable to every item? or is that too much work?
  17. renejant

    Riles Vanilla Plus

    nice mod... wondering if you can add in a way to speed up the way scrapping items works? may it be a perk or something... Sometimes i pickup an item that contains brass for example a car radiator and then when you scrap it, it takes almost 5 minutes to scrap that item... Queing up your scrap bar with other items to be scrapped that takes less time...
  18. The hd battery works the same as the old vanilla ingame one, just craft it, place it, craft the hd cells, and put them inside the battery and et voilل, you now got a working, endless powersuply :-)
  19. Yes, i can second this. The Tactical AR and the Desert Eagle modlet are having troubles... had to remove those in order to get the game working again... The tactical ar has the error that, once installed, you cannot go out and loot anything in the world... So avoid those 2 modlets for the time being...
  20. ok thanks for checking...
  21. @claymore, i just tried to download your arrows, but everytime your .rar file returns corrupted/empty after i've downloaded it... can you take a look into this?
  22. renejant

    A16 Valmod Pack

    Yes, it was Mafke who made that little mod, i've retracked its thread for you... https://7daystodie.com/forums/showthread.php?31672-XML-Drawbridge-amp-Hidden-Doorway-tutorial Take a look at it, its pretty nifty if you ask me
  23. renejant

    A16 Valmod Pack

    ahh yes you are right, it is from Rongo, I thought it was from Andy cuz i use his "secret door" and "bridge" code from him...
  24. renejant

    A16 Valmod Pack

    how can i do this "spoiler" thing? cuz i cant post the whole text at once... keeps bugging me... it says its too much characters i post...
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