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Posts posted by KorruptkSwades
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thx
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@Dust2Death, here's one reason the game is spewing errors like crazy.:
Problem: the 3 new blocks TFP have added are referencing new models that are not in the HD MODs assets file.
<block name="cntFoodPileSmall"> <property name="Extends" value="cntAmmoPileSmall"/> <property name="Model" value="Entities/LootContainers/foodClutterPileSmall"/> <property name="CreativeMode" value="Player"/> <property name="LootList" value="111"/> <property name="DescriptionKey" value="cntFoodPileGroupDesc"/> </block> <block name="cntFoodPileMedium"> <property name="Extends" value="cntFoodPileSmall"/> <property name="Model" value="Entities/LootContainers/foodClutterPileMedium"/> <property name="CreativeMode" value="Player"/> <property name="LootList" value="112"/> </block> <block name="cntFoodPileLarge"> <property name="Extends" value="cntFoodPileSmall"/> <property name="Model" value="Entities/LootContainers/foodClutterPileLarge"/> <property name="CreativeMode" value="Player"/> <property name="LootList" value="113"/> </block>
Only temporary solution for people on a playthrough with this mod is to revert to Alpha 17.0 via Steams beta opt. And reinstall mod over it
.
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Loving this mod. The quad is my favorite
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@Dust2Death; Mod is working great in co-op online with my friend and seem to work great with other mods when put together smart. thanks for the awesome stuff
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Gonna test this right up right away
thanks guppy n mumpf
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eheh... I has encountered the wall of infinite red errors =D even with the commented out misbehaving zedz in both xml's once the wandering horde spawns.... you literally gotta' F4 out of the game because of the wall of errors. Basically saying "Object Instance out of bound". will gather more info on this.
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So in my own files I commented out each of the above mentioned entities and then went back in and spawned every single entity without any problems. So those ones listed above aren't playing nice atm.
And the textures are amazing
Thanks a lot for making these !
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@Guppycur; When I checked the xml's in the retex mod I cannot seem to see anything wrong with it. And yea both animals are extended no idea why they are un-harvestable. I seem to recall this being a problem way back in alpha 15 when duplicating animals in the xml's.
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--edit--
Not Harvestable ::
AnimalZombieDogV1AnimalZombieDogV2
AnimalZombieBearV1
AnimalZombieBearV2
Upon attempting to spawn the following entities, in a new game, the console pops up with
"ArgumentException: The Object you want to instantiate is null."
and the entity does not spawn ::
ZombieMarleneV1ZombieFemaleFatV2
ZombieLabV2
ZombieMarleneV2
ZombieOldTimerV2
ZombieSteveV2
Upon exiting the game the console spams the same messages. Other then the above mentioned entities, every other entities, vanilla, V1 and V2 spawn & die no problem.
Hope this helps
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I am testing this in my current playthrough with a friend on a co-op game. we both installed the mod.
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This is looking like an epic major overhaul
! I would totally play this mod start to finish ! Can't wait ! (actually i can , but i can't but i can n can't make sense? )
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Can we get a HQ version? It's a little small.
ALL DONE ! ( for now...
)
PREVIEW
is 640x480
from 1024x1024.
Google Drive - Official 4096x4096 HQ with TXT Locations + Biomes etc
I used Curbolts' 4096x4096 map as the base then I added each and every location/biome using the A15 map and going IG flying around to confirm each location to be legit
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I have also revised the final result and everything seems to be okay.
I hope this helps y'all out. I will post it on the official wiki as well - no worries credit is where due !
Thank you Curbolts' for the permission to use your base map
!
Edit: I have no bloody idea how to add this to the wiki. I tried to insert it as media then upload but first it said my file was too big, then next it blocked me saying it could be harmful because of the file title being long >.<'
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Just do it
Thanks man ! I am pretty much copying the a15.2 version from the wiki where i know stuff is still there. some places ill have to go and confirm ingame to be sure I am placing the correct information.
________________
Edit:
Here's The top half of the map pretty much done and some aesthetics edits for the biomes and resizes on some of the POI names.
Preview:
Once I am done "copying" the known locations from your A15 map, I will go ingame and find the new spots and add em also.
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Map has been updated to B104.
Hi, do you mind if i use your map and add some basic info to it ? eg. store locations, city names, farms, mines, caves etc etc .. I will ONLY reupload it to this thread if I complete it. thx
edit: Alright it's 50% done. I will wait for a response.
Reduced to 1080x1080 to show my progress.
I have saved this as a .pfi also so i can edit anything if needed.
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thanks
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Tried this mod out today. Ive died twice on warrior within the hour xD and just now at adventurer... i find the mod quite hard and well done !
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hi there, hmm how do i open the UABE program ? I have download the 1.9 version as instructed by herrpolh for his Navezgane extended mod. but I am looking through the file like wtf its a .dll .lib and .h ... there is no .exe to open ? or am i stupid ? thanks
-edit- all is good herrpolh linked me to what i was missing, my fault
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hola, I was wondering if there is a patch that only patches the "crouch under 1 block" with your modlauncher ?
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SphereII just added LathMod to the Mod Launcher (standalone, with CompoPack, or with MegaCity), so that should make it a bit easier.
Oh, by the way, SphereII, it's LathMod, not LatheosMod. Not that it's a better name (I failed my creativity roll), just sayin'.
hey thanks for uploading it to github !
great thx ! cause I was staring at the "add repository" page like wtf for a while >.<'!
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[...]
*frustrated* ... nope does not work... it just makes a plain vanilla game even thought it accepts the link
is github free ?
-edit- okay so I have signed-up with GitHub. How can I add my files to GitHub privately and add it to the Mod Launcher ?
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https://github.com/LatheosMod/LathModRevised
Latheos has added it to github so for that one at least you can use it like the rest.
SphereII can correct me if this isnt correct, but I think you can just go to 'Add new My Mods'
then paste the url for the zip download link (i.e. https://github.com/LatheosMod/LathModRevised/archive/master.zip)
ahh so ex: lets say i merge a few mods together, make sure the file directories are all correct and upload it to my my personal Google Drive as a zip, i can add that url to the Mod Launcher ? thanks for the quick replies
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easiest way: upload it to github.com, then message the repo link to sphereII. (tutorial)
You can also add your own mod if you make a config for it youself.
What i mean't is if i want to use, per eg: Lathmod A14.7 by Latheos, how do I add it to the modlauncher if the mod is only on the forums ? thx
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NEW ZOMBIE TEXTURES - Mumpfy
in Mods
Posted
I'm willing to test out that brighter pack![:p](https://community.7daystodie.com/applications/core/interface/js/spacer.png)