Jump to content

Telric

Members
  • Posts

    800
  • Joined

  • Last visited

  • Days Won

    3

Posts posted by Telric

  1. 1 hour ago, Kato I said:

    Thanks for the answer Zombie Hunter :)

    We need a line like this: "army_barracks_01, INDUSTRIAL, 2, -5,51,40,97, alone"
    Where:
    csv format: prefab_filename, 7DtD zone (ignored), face north, y-offset, x,y,z, NitroGen zone (; as delimiter)
    * prefab_filename: We need "MaybellsFarm"
    * 7DtD zone: We need "FARM" - farmhouses and fileds, watertower
    * NitroGen zone: We need "alone"  - single POI in the countryside, camps, bases, huts

     

    As a result: "MaybellsFarm, FARM, ?, ?, ?, ?, ?, alone"
    * Only the coordinates remain "face north, y-offset, x,y,z". Can you identify them?

    But, for Nitrogen, we also need a file like this "MaybellsFarm.pille".
    As I understand it, ".pille" this is a 3D data storage format.
    I'm not sure if it is needed critically, but other prefabs have it.

    I think all that can be found in the xml and in the prefab editor.. The facenorth is 0. The y offset is -7. The size is 81,47,78. As for the .pille file, I'd assume that's from pilles prefab editor, which is another thing ive never used lol... Maybe just loading the prefab into that editor and saving it would generate a .pille.... But i'm not sure.

    Also note that the xmls are set to have this:
     

    
      <property name="Zoning" value="ResidentialOld, Commercial" />
      <property name="AllowedBiomes" value="burnt_forest,snow,plains,pine_forest,forest,desert" />

    Not sure if that's needed for nitro or not.

  2. 6 hours ago, Kato I said:

    Hi Telrics, thanks for your mods! Question: how to add Prefabs from TelricsHorses2.0A19 to prefablist_CompoPack_47.txt for creating a map in Nitrogen?

    Hey thanks for playing! For that, I have no idea. I've never messed with compo pack and nitrogen together. That might be a better question to ask in nitrogen's thread.. How to add prefabs to the gen list.. Sorry I dont have a direct answer :(

  3. 11 hours ago, Balthazarrr said:

    I am running into an issue with Horses 2.0, with a specific yellow error when I start a world, either loaded or for the first time after RWG. Any idea why it's failing to patch spawning.xml?

    Just tried it on my end and i dont get those messages. Try verifying files. Do you have a mod that for some reason changes the names of biomes?

  4. 8 minutes ago, ValynHernalth said:

    So I know you wanted to have this Horse 2.0 be from a new RWG but i have a server and just want to spawn the POI in the game... I can not find it on the POI prefab list... what is the POI called? I have Searched for Maybell, Horse, Stable but nothing shows.

     

    Hoping you can help as I really do not want to spawn a new World just for this mod to work.

    It's called MaybellsFarm. I could be wrong, but i think in order to get it to show up in the dynamic prefabs you need the actual prefab in the vanilla's prefabs folder. They don't show up from mods when using dynamic prefabs. Not sure if that's what you're using or not.

  5. 19 minutes ago, Pritch said:

    I beat the main quest, but there are two additional side quests. 
    For "Side Quest: Burial Rites:" I Found the three Essence, but cant seem to find the Grave to upgrade.
    For "Side Quest: Pizza Party" I'm not really sure what "Feed a Ghost" is so I'm not really sure where to upgrade it.

    Any ideas?

     

    (Also, very fun quest.  I love seeing this.  So creative, great job!)

     

    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. :)

  6. I just loaded it up and it's allowing me to interact with her. It might be a conflict with another mod or something.

    You can type

    Quote

    givequest MagistersMansionMainQuest

    while in DM to give yourself the quest, if you're on single player or admin on a server. I'm not sure why it wouldnt allow you to interact, since its just a lootable block.

  7. 4 hours ago, sechsterversuch said:

    Hello Telrics my players are looking for the medallion, where can it be? As an admin, I searched everything myself, unfortunately I couldn't find it.

     

    Can you tell where you found it

    Spoiler

    The necklace will be in the little pond, when it spawns. It has a bit of a long timer, but once it spawns, it will also emit a green particle effect every few seconds.

     

  8. 29 minutes ago, mr.devolver said:

    I was frustrated when I was looking for it, BUT then I realized I could look it up in cheat menu - NOT TO CHEAT, just to see what does it look like, so that I would know what am I supposed to be looking for. It really helped me and then I found it in the farm the proper way. It wasn't easy, but it was fun and I was glad that I resisted and didn't cheat, because I do believe that the point of these quests is to have fun in the first place. Just be patient and pay attention to every detail, examine everything, you will eventually find it.

    Yup exactly. None of the quests are absolutely required to be completed, so you don't need to lose sleep over it. I had to make it atleast a little tough lol..  I did add the particle effect that will hopefully catch your attention, which is pretty visible at night. Hopefully you wont cheat when i finish this mod up.. its a long way off, but its very quest heavy and RPG feeling. I have a bit done, but i'm reworking just about every aspect of vanilla.. so it will take me a while.

  9. 2 hours ago, sechsterversuch said:

    Hello Telrics the amulet you have to find, can you only find it on the farm or can it be on the whole map? it also seems to be very small and we searched the whole farm and found nothing. So the Locket Quest

    It's in the farm somewhere. It is quite hard to spot, but it helps if you do the quest at night.

  10. 1 hour ago, mr.devolver said:

    @Telric, you probably wouldn't want to see what I did to the farm while attempting to get through that horse race. The farm looks like if it was badly hit by a tornado and yet it was just me on a horse LOL. Well, I tried... Looks like I wouldn't be a good horse rider. 😛

    Lmao.. it does take some practice. I got fairly good at it when i was testing... at the start i was using wood instead of cobble and the ramps stood no chance..

  11. 2 hours ago, Croggon said:

    Loving the gate mod!

     

    After a quick search, I have not seen anyone ask for a 2x2 version. I have no idea how much effort that would require, but you said we could ask. :D

     

    Thanks for all the work you do!

    Thanks for playing the mods! Ill add a 2x2 either late tonight or tomorrow. Out of town for today, but ill get to it for you. 

  12. 7 minutes ago, YukikoMirai said:

    i didnt see you say "it aint hard" but okay, i thought i came over as rude or something. glad thats not the case

     

    regarding the LE command, it only shows me and my bicycle, so that seems fine i guess? i havent tried killall yet, will do the next time, kind of have to struggle with a bloodmoon first before i face that entire matter again.

     

    also initial confusion came over after trying out my first thumper... seems fun to play around with, but i kind of forgot or in the end thought about what was mentioned regarding the rewards... stepped out of the radius in the end after i noticed the thumper being done and everything, guess the quest is active until the thumper was salvaged. was kind of a "rip" situation for me at that moment. but hey i got some experience out of it, both ingame and knowledge wise xD

    yeah i editted it. seems you dont have any entities at all spawning in that area somehow then.. maybe after BM itll trip the spawner or something.. as for the thumper, the quest is what causes the waves of zombies. staying within the dome will make it so after the thumper is done excavating, you'll get the buff that is sent out through AOE (this is known not to work on a server though...). the buff you get will determine how much thumplurite resource you will be able to harvest from the finished thumper. it's basically a multiplier buff. the final piece of the quest is to obtain an item that's harvested from the thumper as well.

    the thumper is kinda patchwork since there really isn't a simple system in vanilla to do all i wanted to do.. so some issues are to be expected sadly 😕

  13. 12 minutes ago, YukikoMirai said:

    im sorry, i didnt mean to sound hostile. i tried and it works, kinda. i just noticed after some testing, that my main area is still pretty dead when it comes to the thumpers, i have to move to different areas that didnt have any thumper drops yet to get soem to drop. could it be that the invisibleAnimalEnemy entities are still around, crowding the area and thus blocking the spawns or something?

     

    also again, i really do not mean to come over as hostile, rude or whatever. i deeply apologize if it ever comes over as such :(

    no no, it was my post that sounded hostile.. i said "it aint hard." and taht just came off as hostile to me... lol. so i changed it. it wasn't anything from you.

    When you're in your main area, run a LE command in the console and see what comes up. Maybe run a killall as well, then see what happens. Could just be a clogging of entity spawns in the area.

  14. 42 minutes ago, mr.devolver said:

    So, it WILL be a "Feels like a whole new game ~madmole" kind of mod... lol

    Oh well, you know I love your mods, but I do have this particular feeling that I have about every overhaul - so much cool, BUT sadly not re-usable content. I know it will be most likely very fun on its own though, after all you can always turn it into what you really want it to be, but still I wish it was possible to use some cool parts of it in customized gameplays. Well... Will we be at least able to play with DMT NPCs that allow you to hire NPCs as followers (and thanks to Sphereii's core give you some advanced questing features beyond vanilla features) ?

    It will feel like a whole new game since vanilla is all about looting places to get your gear. This will be more like an MMO where questing and NPC reputation, etc will take over as being the focus. And no, i don't use code stuffs in my mods. I stick to pure xml and unity stuffs.

  15. 1 hour ago, mr.devolver said:

    A large project you say? The way you described it, it sounds more like a gigantic overhaul or total conversion kind of project lol. As for help with this project, well your modding experience and knowledge is clearly MANY levels higher than mine - while you're building spaceships, I was just happy that I managed to build my first wooden wheel LOL, so I'm not sure how could I help you, but I do admire your skills and I love to play your mods, so I will try to help with whatever I could help with in my spare time.

     

    I like an idea of a custom world with quests tailored around it and such, but at the same time I must admit that I like modularity of your current smaller projects that allows me to re-use them simply by installing them along with my other favorite mods in any random world. I would love to be able to still re-use your mods in combination with any map and other mods installed, so assuming this big project will contain some new mods that were not yet released, will we be still able to re-use them all in a separate customized gameplays? You know, like "throw this whole custom story line into any random world along with your other favorite mods and it works out of the box" kind of experience? That would be awesome.

    As of right now i have no new modlet in the works. Been focused on my skateboarding lately lol.. This new project would be a total overhaul and would only work with a custom world. I've always wanted to do a very large scale story line mod... I had one going in 17 or 18.. It was all pirate themed. But i got burnt out on it.. I'm going to take the basic structure of that mod and transform it into something new.. It might include some pirate stuff from the old mod as well. We shall see!

  16. 9 hours ago, mr.devolver said:

    I've been doing the quests at the farm as well as some other quests from @ShoudenKalferas and I just realized that 1 week in game passed and I didn't really feel the need to rush through the game to beat the stone age. I'm still getting crappy things when I do some looting, but I don't care that much, because I'm more focused on these lovely and relaxing quests and overall I'm having fun. :)

    I actually just started a very large project that'll include a ton of questing.. Ill be MIA from the modding scene a while, but I'm doing a custom world with a custom quest line and all.. Itll take a long time... I'm gonna implement most of my existing mods into this new custom world.  If i end up needing help with something and you're down, i'd gladly invite you to the server (once its up) for some POI or quest work or something. I just started last night building the terrain. Hopefully today I'll start getting a few buildings down. Just about everything will be custom made, so itll take a while. Only vanilla things will be some of the items and the player model.. And blocks / deco...

    4 minutes ago, YukikoMirai said:

    i can try and give that a shot later, thanks for the response tho.

    This sounded hostile.. so i changed it a bit. lol...  Here, i took out some of the animal spawns in this.. just replace what's in my modlet's files and test it out.

    entitygroups.xml

×
×
  • Create New...