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sphereii

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Everything posted by sphereii

  1. YOu change looks fine. There's probably another modlet in there with a similar problem
  2. Sorry for the delay. Save games are in the game folder, but outside of it, so you should be safe. There's a non-standard modlet in Ravenhearst with upper nodes. Take a look in the Mods/0-Ravenhearst_BookRemoval's ModInfo.xml, and change the <Robobear> to <xml>, with a matching </xml>
  3. Try this and see if it helps: 1) Download directly: https://github.com/7D2DModLauncher/Database/blob/master/ModLauncher.sqlite?raw=true 2) Open up explorer to %TMP%, and save the file there. Re-open the mod launcher.
  4. I am not familiar with all that is installed on your PC, but the error message indicates something is still blocking the mod launcher. You would need to re-install and re-download the latest experimental. Part of the feature of the mod launcher is that it preserves the state of your game + mod version, without getting auto-updates from the base game. Unfortunately, that works against playing latest_experimental, where we actually want to see the updates.
  5. Something is still blocking it. If I had to guess, Avast was still trying to get its fingers involved and blocking that path. Looking forward to your return! Your configuration looks great. I would suggest a change to the Version. This is meant to help users know which version of the game to use. <Version>Latest</Version> will tell the mod launcher use to the latest version from Steam download. <Version>alpha19.0</Version> will tell it use that version.
  6. Have you tried to run the mod launcher as an Administrator?
  7. Do you feel comfortable adding it to avast's white list to see if that helps?
  8. This means it had trouble downloading the database. A few things to check: 1) Any anti-virus or firewall software that may be blocking it? 2) Have you tried rebooting? (helps if the lock on the database isn't released properly)
  9. I see two potential issues. Here's the first fix: 1) Close the Mod Launcher, if it's open 2) Click on your Start menu, then copy and paste this: %APPDATA%\7D2DModLauncher\ModLauncher.txt 3) Look for RemoteServers=, and remove D:\7D2D Mod\System.Data.SQLite.xml and <SubscriptionLink>https://raw.githubusercontent.com/7D2DMods/Profiles/master/MyTestProfile.txt</SubscriptionLink> 4) Save the file 5) Re-open the mod launcher. The other error you are getting is Could not create SSL/TLS Secure channel. What version of windows are you running?
  10. Between 19.0 and 19.1, The EntityMoveHelper in the base game changed. The Core you are using now probably is supporting 19.1 and not 19.0. 19.1 should be "Opt out of Beta". 19.2 should ba latest_experimental.
  11. sphereii

    A19 NPCs DMT Mod

    The Mods folder looks a bit off. what kind of top level are do you have specified for the mod launcher? You may want to shorten the path and take it out of the program files folder.
  12. Some of your errors were my fault. I updated https://github.com/SphereII/SphereII.ModsA19 The CalcIfUnreachablePos() error is a mismatching between the 0-SphereIIMods and Alpha 19.0. If you are using Alpha 19.1, it should work. However, if you have an older version of 0-SphereII, then you'd get a similar error when building on 19.1
  13. New 0-SphereIICore update pushed ( 19.1.1.213) . It is only compatible with 19.1, and not previous versions. Generate code quality improvements were done A bad null check fixed in music box logic Slightly refactored other null checks to be cleaner (hopefully) improved cave generation speed and performance Changed CaveAir back to Air. Let me know if this causes any stability issues. Added in cave biome spawning. Check our spawning.xml for new entries Cave and DeepDave ( used when y < 30 ). Added in DeepCavePrefabs for deep-only prefab spawning.
  14. From what I remember, it should be fairly straight forward fix. It should work. You may have to click on the "Attempt Harmony Auto Update" to convert it over to the new DMT format.
  15. Thank you. I'll see about fixing it, but it's a harmless warning.
  16. Do you remember what it is? It could just be warning about an unsupported tag in the ModInfo.xml, and can be ignored.
  17. I'll look to see if I can find the shared exp Unfortunately, the Sphere-Core is not save game safe, as it needs to make changes to the player's profile to allow for some features.
  18. Does the wasteland mod contain a Localization.txt? I don't see in the log where it's loading anything from it, so maybe the copy is bad?
  19. Added new branch for Alpha 19.1: https://github.com/SphereII/SphereII.ModsA19/tree/alpha19.1experimental I pushed an update to both the main brain and experimental branch, that makes a change for headshots. I've limited it to player damage, so fire and traps should still work as expected. I'm not sure if that defeats the purpose of headshot-only, but thought I'd add it and see what the players think.
  20. Sounds like your Localization file is being messed up somehow. Without a log, I cannot say what the issue would be.
  21. I'll post an update for A19.1 in a little bit. What is this group xp icon? I don't typically play on MP.
  22. I pushed out a new change for NPCs and their WanderSDX AI Task. PathingCube blocks have now been changed to a custom Sign block. You may place a few of these invisible signs around your base, entering in a numeric value in its Text box. Then, for hired NPCs, there's a new dialog option that allows you to Set Pathing Code. Enter in the matching number, and the NPC will scan the surrounding areas for PathingCubes, and only path to the code matching. The NPC stores its pathing code as a cvar. This will allow you to set up multiple PathingCubes around your base, and have different NPCs patrol different routes, using different codes. Special Codes: NPCs with Codes set to 0 will path to all PathingCubes. NPCs with Codes set to -1 will not patrol but stand where they are. By default, all NPCs spawn with a Code of 0. They should preserve their codes between game sessions, if changed. Prefabs, when built, can now include PathingCubes as part of construction. You can enter in Codes and have them saved and distributed with your Prefabs, preserving the numbers. This will allow you to create new sleeper volumes with NPCs to auto-spawn and start patrolling in a prefab. When setting in the Sleepers, you may place a PathingCube in the block next to the sleeper, and set a code on it. When the sleeper wakes up, it does a short scan for PathingCubes to look for a code to use. If it finds one, it'll auto-set its PathingCode cvar to that code, and begin patrolling.
  23. The Advanced Scrapping recipes make a new in-memory recipe to handle giving the output. I'll take a look and scrap a can and see what I can get, and see if it makes sense. It should be possible to toggle on and off, with only a restart for the effects to take effect.
  24. For Localization, please see the bottom half of this post:
  25. This mod would require using the DMT tool, and building the mod in. Some people have tried to move the xui element way off screen so its a bit safer to use. I'm not familiar with that method.
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