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Life_For_Dead

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Posts posted by Life_For_Dead

  1. 9 hours ago, stallionsden said:

    I thought life_for_dead meant the rwgmixer xmls needed and if the prefabs work I the folders have the cp. 

     

    Maybe I misunderstood 

     

    In fact I spoke about in general & not just for CP, by assuming the tags are correct with the xml of each prefabs & in rwgmixer.xml

     

    Example:

    - If I move all commercial prefab vanilla to ...\Steam\steamapps\common\7 Days To Die\Data\Prefabs\Commercial

    - If I place all prefab I found in the internet to ...\Steam\steamapps\common\7 Days To Die\Data\Prefabs\Download

     

    & so seem like the game automatic finds any prefab in the folder ...\Steam\steamapps\common\7 Days To Die\Data\Prefabs\ & subfolders.

  2. On 7/20/2022 at 11:52 PM, stallionsden said:

    yes correct into the prefabs folder not the POIs folder

    Still holding you to those babies you promised lol 😛 

     

    Hello, about this, how that's work, please ?

    Do the game recognize automatically all prefab in the folder Prefabs without set the path in xml ?

  3. 16 hours ago, xyth said:

     

    I fixed the download link, thanks.  

     

    I'm not sure if your saying the mod has an issue on 20.3 or not.  If there is an issue on 20.3, please let me know.

     

    Seem to work well with 20.3 but it's a little difficult to place the TheaterScreen, IDK if it's the problem of the game or the block itself but need to be like +/-5m from where we want to place it. Anyway, thanks again !

    (Note, IDK for any Billboard because I don't use it & the video00.mp4 for any POIActive will need maybe a little lower sound by 50% that was I do myself.)

  4. Oky, I tested & that's work with a20.3b3 but sadly not with a20b238 & so it's seem like a "bug" of the audio manager from a20b238.

     

    That's work so that can be oky but if not (with a20.3), all TV have a problem to load correctly the next video, the sound is always read but the video have difficulty to show up on the TV (it's black screen). After several reading cycles all video can be read but example, can read video only 1,2,5,6,9 ect & the next round cycle that read only 1,3,6,7,9 ect I use my personnel video (all encoded in the same way) but it's the samething.

     

    Edit: Just say LOLLL

    The mod work finally with a20b238, because I renamed the mold folder & so I let the original name then the mod work well ! I can play all video without any black screen... But it's very strange, because I already rename many mods & that work well, it's the first one who don't want...

     

    & I forget onething, your link go to a19 mod & not a20 mod, that can make confuse when people download & that not work at all...

  5. Thanks for the update but there's a little error for the "</recipe>" here:

     

    <recipe name="Billboard01" count="1" >
                <ingredient name="resourceMechanicalParts" count="10"/>
                <ingredient name="resourceElectricParts" count="10"/>
            </recipe>    
            <effect_group>
                <passive_effect name="CraftingIngredientCount" level="0,1,2,3,4" operation="perc_add" value=".56,.56,.56,.34,.15" tags="resourceElectricParts,resourceMechanicalParts"/>
            </effect_group>

     

    Like for all previous version, TheaterScreen need this:

    <property name="ModelOffset" value="0.5,0,0.5"/>

     

    If not, seem like not to work, the video don't show & got this yellow console error:

    wrn audiomanager loadaudio failed to load audio source object for audiosource_interactfullvolume

    (But I play with a20b238, do this need the last version ?)

  6. 1 hour ago, stallionsden said:

    What error or 8ssue you having that kinggen can't spawn a poi

     

    It's not a problem of spawn of the prefab, it's the problem of prefab are not write in the list when I create it... KingGen was just skip some prefabs without any message in background... You can try yourself & see if example if the prefab "aaa_store_book_lg_01" is in your list... I try manytime & always don't want it...

  7. 6 hours ago, stallionsden said:

    The aaa prefabs are tfp stuff not in game use. Lots of models and scenarios and really empty on some. 

     

    Yes I know but it's not the problem, like I export all my personnel prefabs, no sleeper/quest/loot in it & KingGen can use them.

    & Like I said, like others some moders prefabs (of course for a19.6) that I found can't be used too.

    Even I open them in the editor & do a little change, that don't  want it.

    Must have a sort of "protection" of something like that in KingGen or in the prefab files or maybe I miss a option in the editor, but what ? ? ? IDK...

  8. Hello, there's something I don't understand, there's the old prefab big book store "aaa_store_book_lg_01", but when recreate the cutosm prefab list vanilla, KingGen don't want write this prefab (as many others vanilla) into the list, why?

    In internet, I find other custom prefabs for a19.6, but samething, KingGen don't want them o_O"

    IDK but seem look-like there's no protection to don't use prefab in the xml files...

  9. 3 hours ago, Games'n'Grumble said:

    believe me, in most games you can find similar loopholes. But first, think about whether you will be ready to spend a few game days or a few hours of real life just to lay the terrain in blocks? It is unlikely that beginners will do this. But players who have "already seen everything" are capable of this. There are still about 10 "legal" ways to avoid BM, but in this particular case, if a player puts a huge piece of terrain in blocks JUST TO AVOID bloodmoon, then the problem is not in the game, the problem is in the player, I think :)

     

    Yes, I know too multi skip BM since they changed the mechanic of it, but I don't talk specially to skip it.

    Actualy on a private server +50 players, we build a big city 1000x1000 since the beginning of a19. The base anti-horde is build in the center of the city 0.0. We not yet build street & so if we do (we plan to put blocks in cobble & concrete), well I think BM's zombies will not spawn... Or maybe they will spawn but outside of the city so at 500m from the center ?

  10. Are you serious for your game ? Take a look of this video, https://www.youtube.com/watch?v=4Ln3jrW-uYc

     

     

    It's in french but that explain nearly the way to do to don't have zombie during BM because zombies don't spawn on player block (here tested with/without claim/bed)

     

    & so I think if we place "one million" blocks all around us to +500m, we will not have zombie during BM ? ? ?

     

    If it's right, that will be very stupid...

  11. Since I play this game, there's something I hate very much, it's to place "one million" block one by one, so that will good if we can have a autoplace block like in this way:

    - place a block to be point A, then place a another block to be point B

    - then a line is draw from A to B

    - then we will upgrade this line & that will place in auto in this line with the block in our inventory we choose to draw this line

     

    What people think about this idea ?

  12. Hello, there's a problem with the world map POI mode where I can not understand the problem.

    I add Magolis Compo Pack & others prefabs.

    I build the map for my little cousin so that he can discover all prefabs without wasting time with a normal map.

    But, IDK why, in single play, each time he login out & then he relog later, his profil si always reset, nothing about the character is save (inventory/level/skill).

    Console error: loading player data failed for player rolling back

    With another normal maps made with KingGen, no problem, I try on my side, same thing...

    So it's normal cause of the world map POI mode or I miss something?

  13. 20 hours ago, BFT2020 said:

    I just ran it again setting everything back to default settings and running a 4k map.  I generated two maps and both have cities / towns / villages spaced out and with roads.  Using same version you are.

     

    https://imgur.com/a/pz4RwMk

     

    19 hours ago, Cpt Krunch said:

    Best thing is to use the masking functionality, which will help with city size

     

    I find it, it's my bad... I try "large" & "small" to see the difference & so in fact the size "small" with KG build city/town bigger than the "small" with Nitrogen & so it's for that I was said city was every time bigger... In fact my opinion is "small" with KG should be built city/town at 50% less bigger than currently...

     

    & for any road missing, KG don't build it like Nitrogen & so I take a look for the road tutorial youtube & so sadly we must edit ourself the splat file...

    But I will pass, easy to do but boring to do it LOLLL

     

    Thanks anyway !

  14. 12 hours ago, Cpt Krunch said:

    This is definitely not a 'little tool'. I would recommend watching the video series on the tool to learn all the functionality.

     

    -_- xDDD

    I said "a little tool" but that doesn't mean "incomplete/simple" tool with less options/functionality...

    It's not complicated at this point to see a video to know how to set a city to small...

    I used Nitrogen who are not complicated too...

    Or will you said maybe I miss a second option (or whatever) to re-set again city to small??? I don't think so...

     

    Just see my result here & what I set: https://postimg.cc/bDJ60P2B

     

    Edit: But for a another thing, here maybe my fault, but there's is no road, we have to draw them ourselves? It's not automatic?

  15. Hello, I will like to try this mod but the height of the ground of some unofficial prefab are fix or not?

    Because I see many youtuber's party & seem like there's many unofficial prefab who are deep into the ground...

  16. 9 hours ago, Netwit2008 said:

    Well when I spawn in I'm no longer a level 16 with my primo tools and military armor I just made yesterday. I'm brand freakin new, level 0 in just my underwear! I panicked, lol I instantly shut down the game and restarted thinking that maybe I hit "new game" instead of continue. Nope, still naked and being given the starting quest line. I started to run back to my house I just started remodeling yesterday since I got Guppy's mods to work. When I got home, thanks be that all my stuff was still there. Nothing was amiss or lost. All I could do was say, if losing your levels and stuff today is the worst thing that happens, it's not a bad day 😆

     

    Well, just save before continue your game with news mod :)

    C:\Users\"your_name"\AppData\Roaming\7DaysToDie\Saves\"name_maps"\"name_seed"

     

    & when you add news mods, you must rename it like "zzz001_mod-name" to be load in last after your old mods already played in your game, like that, the game will not "bug" to set ID for items/blocks&ect...

    After that test it with your save game by add all or if you test one by one, just add it & no necessary to quit the game except when the memory is nearly +/-90% used!

     

    But you must know, if you add mod who change like xp&skill&other, it's normal if you is reset at zero, but if not reset & you don't see any change, well you must do a new game with the same map, just spawn & then login off, then you must copy 2 folders from your old game to the new game:

    - folder "Player" but delete all files in it except "*.map" that will be you travel map already visited

    - folder "Region" you base & all what you will be load

    (Note: that will be work because you play with the same account steam, without that, as if you give your save to a friend & you are placed a claim, he coudn't do nothing on your base like he play on a server)

  17. 12 hours ago, stallionsden said:

    Unfort i dont think we can create the price per item/block)

    You can do it just by add/change this:

     

    - a stack size required to sell

    <property name="EconomicBundleSize" value="xxx"/>

     

    - the price of the stack

    <property name="EconomicValue" value="xxx"/>

     

    But that can don't work because maybe hardcoded for some items/blocks like "resourceTestosteroneExtract", default value is:

           <property name="EconomicValue" value="10"/>

           <property name="EconomicBundleSize" value="10"/>

    I mod to be:

           <property name="EconomicValue" value="10"/>

           <property name="EconomicBundleSize" value="1"/>

    But in a fresh game, I can sell now just one item but the price is 2 & not 10...

     

    But the true problem if you want to change/add for each, there's so many items/blocks that will be borring to do LOL

  18. 8 hours ago, renejant said:

    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 them if you quickly need some money so you could buy some desired item from the trader...

    I just said what I said because the name of the mod do a confusion...

    But yes it's right, some items must not can sell to trader because since they are implanted in game, it's cheat & that destroy the difficulty of the game...

    With all my personal mods "hardcore" in single game, I set all items/blocks to false but except for realism: guns, ammo, vehicle part, water, food, medical, plant, gas... & only with a party in coop, all is sellable...

  19. I don't use your mod EVERYTHING IS SELLABLE because I do my own mod, but people in other webshare/youtube said that's not really do what the name say.

    To can sell all, you must simply add in:

     

    - blocks.xml

    Normaly it's enought just with this:

    <set xpath="/blocks/block/property[@name='SellableToTrader']/@value">true</set>

     

    Option to force to all blocks & normaly if a block already have the property but set to false, this new property will be load and overwrite the first:

    <append xpath="/blocks/block">

           <property name="SellableToTrader" value="true"/>

    </append>

     

    - items.xml

    Normaly it's enought just with this:

    <set xpath="/items/item/property[@name='SellableToTrader']/@value">true</set>

     

    Or to force to all items & normaly if a item already have the property but set to false, this new property will be load and overwrite the first:

    <append xpath="/items/item">

           <property name="SellableToTrader" value="true"/>

    </append>

     

    You can add both line "set + append" or only "append", if not to do more easy, I think these'a possiblity to add command something like "if exist / if not exist", I don't remember exactly the name of the command but I already see something like that in some mods.

  20. I confirm this bug since first a18 (happen one time) & since a19 experimental (many time more than a18)... & it's not specific to a prefab or biome, that can happen anywhere, on/under ground prefab or middle of somewhere lost & in the sky too & whatever single/coop/server modded or not...

     

    Last time happen with the last a19 exp, underground middle of nowhere in desert & zero prefab all around at +1km, I can't placed 2 blocks, I see the square block is red & not green or white... I save my game, I return to test to reset chunk with the command & try the same building I did in speed in the same aera at the same coordinate, always can't place any block but this time I got one more phantom block linked with 2 last others...

    (Edit: command repair chunk don't fix it)

     

    & I don't know if it's linked with that bug, but this 2 phantom blocks was stone block in fact, but I saw it as a sand block like all other blocks! The sound destroy is the sound for stone block & the loot was stone & not sand... That happen in single/coop/server modded or not & not only for me... & seem like the same thing for all block named with "terr..." in all biome whatever the elevation... Like dirt in biome pine-forest, I see it like a dirt but sound/loot was stone... This was that too since the first a18...

  21. For the last issue, sometimes when I active any TV, that's run as well but sometime example, the first & third video have no problem, but the second don't have video picture, the tv screen stay black but the audio of the video is playing. If I active again or sometimes later, that can be the first or the third video who have this problem but not the second... For all block player video from all your mod, is the samething... I try with your all original video & it's the samething...

     

    It's not very important, but can you tell me what's is the ratio video you set? & do a player have a automatic fit zoom?

    Example for the Theater Screen, seem like 16:10 but that's doesn't fit entirely the screen, 16:9 too, the screen has 2 black bands...

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