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sphereii

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Posts posted by sphereii

  1. 3 hours ago, Reytag said:

    For a Better life is that supposed to dynamically spawn the fish in bodies of water in existing areas we have been before, only new unexplored areas or does it require a new world gen?

     

    Update: I see various aquatic creatures now spawning in rivers and lakes.

     

    Better Life places birds nest and other things under water that act as spawners for the fish. I would imagine entering a new area would be required for those to be placed.

  2. Mods have been updated to Alpha 21.1.  Due to changes in trader protection and inventory changes, you must upgrade for it to work well.

     

    Trader Protection problem symptoms will come in the form that all trader quests will be buried supplies.

     

    inventory problem symptoms comes from an GetItemCount() change.

  3. 1 hour ago, Baggins said:

    Portals

     

    The feature itself is active, but the portals themselves are not craftable nor do they spawn in without the matching guppy portal's modlet.

  4. 2 hours ago, Landy Slewman said:

    Hey guys, just rolled back my 7dtd to a20.6 just to play this mod and I'm super excited to check it out. Unfortunately, After manual install into the game directory  and editing the startdedicated.bat file, it gives me 2 red lines in the log when i get to the main menu. It reads "ERR [XUi] failed initializing window group newContinueGame" and "EXC Requsted value 'CustomIntValue' was not found." All the other lines appear to be fine. If i click new game i get another red line "EXC NullReferenceException: Object reference not set to an instance of an object". Any help is greatly appreciated.

    Can you send the log file?

  5. 21 hours ago, SnowBee said:

    I am also curious if Winterween will get an A21 update at some time?

    Yes, it is planned, and we are committing to bringing it forward

    16 hours ago, Baggins said:

    Hello. Can I remove/disable teleport related stuff from 0-Score mod? I searched but didn't really find an answer.

     

    Which teleport features were you looking to disable? The portals? NPC teleports?

  6. The mods contained in this repo have been made available for anyone to use with 7 Days To Die. They are pre-built, but also come with all sln and project files to build yourself.

    • All Mods here are freely available to re-use, re-implemented, or disassembled and re-used in your own mods.

    • You are welcome to use individual snippets as needed 

    Overview

    The mods contained within are meant to be used by modders and players. Some mods are more complex than others, such as 0-SCore.

     

    The primary hosting https://github.com/SphereII/SphereII.Mods

     

    An automatic mirror is hosted on gitlab, to allow for ease-of-use for direct links.

    Direct Downloads

    Everything: https://github.com/SphereII/SphereII.Mods/archive/refs/heads/master.zip

    Individual Downloads:

    0-SCore

    This is the main mod. This mod is primarily aimed at modders who want to extend their own mod without coding in the features themselves. However, players can also use it freely.

    It contains Harmony patches, C# classes, and XML examples. It is not EAC-Safe.

     

    Note: Adding 0-SCore to an existing save game may corrupt it. Only use it on a new save game.

     

    The main configuration of the features is documented under Config/Blocks.xml.

     

    https://gitlab.com/sphereii/SphereII-Mods/-/archive/master/SphereII-Mods-master.zip?path=0-SCore

     

    Change list: https://github.com/SphereII/SphereII.Mods/blob/master/0-SCore/ReadMe.md

     

     


    Bloom's Family Farming

    This mod turns on features from the 0-SCore mod to enable more farming features, and provides examples. This enables crops requiring water, and allows for enhanced water pipes to allow you to run water from a water source to pipes.

     

    Requires: 0-SCore

     

    https://gitlab.com/sphereii/SphereII-Mods/-/archive/master/SphereII-Mods-master.zip?path=Blooms%20Family%20Farming

     

     


    SphereII A Better Life

    Adds in fish into the natural water ways of the world.

     

    Requires: 0-SCore

     

    https://gitlab.com/sphereii/SphereII-Mods/-/archive/master/SphereII-Mods-master.zip?path=SphereII%20A%20Better%20Life


    SphereII Dedicated Tweaks

    Theoretical mod to help reduce memory consumption on dedicated servers. It has no impact on single-player.

     

    https://gitlab.com/sphereii/SphereII-Mods/-/archive/master/SphereII-Mods-master.zip?path=SphereII%20Dedicated%20Tweaks

     

     


    SphereII Legacy Distant Terrain

    Re-implements pre-Alpha 18 distant terrain, which may improve performance for lower end PCs. It also disables the Splat Map, which allows players to play down terrain blocks and not have them auto-switch to the current biome's terrain.

     

    https://gitlab.com/sphereii/SphereII-Mods/-/archive/master/SphereII-Mods-master.zip?path=SphereII%20Legacy%20Distant%20Terrain

     

     


    SphereII PG13

     

    This mod replaces the Party girl's model with the Nurse's model. This is just a visual change.

     

    https://gitlab.com/sphereii/SphereII-Mods/-/archive/master/SphereII-Mods-master.zip?path=SphereII%20PG13

     


    SphereII Peace Of Mind

    This mod replaces a few items in the game that may be a trigger event, such as ropes and nooses. Stay healthy.

     

    https://gitlab.com/sphereii/SphereII-Mods/-/archive/master/SphereII-Mods-master.zip?path=SphereII%20Peace%20Of%20Mind

     

     


    SphereII Skip Tutorial Quests

     

    Skips the starting quests chain, giving you the starting skill points, and the quest to find a trader.

     

    https://gitlab.com/sphereii/SphereII-Mods/-/archive/master/SphereII-Mods-master.zip?path=SphereII%20Skip%20Tutorial%20Quests

     

     


    SphereII Take And Replace

    Allows certain blocks to be picked up, such as removing boards from a window.

     

    https://gitlab.com/sphereii/SphereII-Mods/-/archive/master/SphereII-Mods-master.zip?path=SphereII%20Take%20And%20Replace

     


    SphereII Music Boxes

    Adds in support for Audio / Video players, using provided items as CDs and DVDs.

     

    https://gitlab.com/sphereii/SphereII-Mods/-/archive/master/SphereII-Mods-master.zip?path=SphereII%20Music%20Boxes

  7. On 6/28/2023 at 4:17 AM, Howlune said:

    Are there advanced ways to format the new CSV xpath to better construct lists like entitygroups? For example, I posted pictures of what I have in my mod and what the result in configs dump is. Why is it moving the first entity to the top and out of the group? And why is it moving what I've added to the bottom right corner, with no tabs and a skipped line. While entities seem to still spawn fine from this, I specifically want to use "none" to cut down on total sleepers spawning... which does not work unless it is formatted correctly and directly after the last entity in the list.

     

    How can I fix the formatting and structure with a csv path, so i don't have to use set xpath and override every single sleeper group manually with the "none" positioned correctly?

    csv 1.PNG

    csv 2.PNG

     

    I don't think the ConfigDumps formatting really matters. The game reads the entitygroups line by line from memory. The configsDump is just a helper set of files so we can verify that we've added things correctly. However, it doesn't really do it cleanly anymore for entitygroups.

     

    If your changes aren't working, I don't think its related to formatting of the file.

    On 6/20/2023 at 4:33 PM, The_Dream said:

    I`m used some modlets and want to create my fixes for it. I know that I can determine the load order of the mods with the help of names. And created my name folder in the end list mods. But don't understand how is better overwrite recipes.xml or items.xml. 

    Can I use <append> for edit existing recipes?

    <append xpath="/recipes">
    	<recipe name="drinkJarGrainAlcohol" time="120" area="stationChemistry">
    		<ingredient name="foodCornMeal" count="10"/>
    		<ingredient name="drinkJarRiverWater"/>
    	</recipe>
    </append>


    Or should I remove the existing one first and add a replacement?

    <remove xpath="/recipes/recipe[@name='drinkJarGrainAlcohol']"></remove>
    <append xpath="/recipes">
    	<recipe name="drinkJarGrainAlcohol" time="120" area="stationChemistry">
    		<ingredient name="foodCornMeal" count="10"/>
    		<ingredient name="drinkJarRiverWater"/>
    	</recipe>
    </append>


    And same question for overwrite values for items.xml. If i need to change multiple exist properties in my <item>, can i use <append> for it?

    	<append xpath="/items/item[@name='drinkJarGrainAlcohol']">
    		<property name="Stacknumber" value="1000"/>
    		<property name="EconomicValue" value="60"/>
    		<property name="CarryWeight" value=".25"/>
    	</append>


    Or should use <set> with xpath? (But I don't like this method. Because I have to duplicate the properties that I do not need to change.)

    <set xpath="/items/item[@name='drinkJarBeer']">
    	<property name="Group" value="Resources,Items"/>
    	<property name="Meshfile" value="#Other/Items?Food/bottled_waterPrefab"/>
    	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab"/>
    	<property name="Material" value="Mglass"/><property name="Weight" value="10"/>
    	<property name="Stacknumber" value="1000"/>
    	<property name="EconomicValue" value="60"/>
    	<property name="CarryWeight" value=".25"/>
    </set>


    And same solution with <set> with full xpath for each property. Maybe it's right solution for overwrite properties. But it is not always possible to understand how to write xpath="..."

    <set xpath="/items/item[@name='drinkJarGrainAlcohol']/property[@name='Stacknumber']/@value">1000</set>
    <set xpath="/items/item[@name='drinkJarGrainAlcohol']/property[@name='EconomicValue']/@value">60</set>
    <set xpath="/items/item[@name='drinkJarGrainAlcohol']/property[@name='CarryWeight']/@value">0.25</set>



    What is the best method to use to avoid problems in the future? I don't fully understand how it works full xpath="..." with different search attributes.
    What if I need overwrite more properties in 100 different items?  Will this cause performance issues?

     

    Sorry for the delay.

     

    Yes, you'd append new recipes and properties to recipes, items, blocks, etc. 

     

    If you needed to add new lines and change existing settings, you would use a combination of append to add the new properties, and then use set to change the value attribute on the ones you have.  If there's a lot of edits to a single recipe, I often times feel that doing a remove and then append a whole new recipe.

    On 7/4/2023 at 3:18 PM, Iceburg71 said:

    I am still working on the search and add for the csv editing.  I have tried multiple ways with no success.  I posted earlier and we had a little discussion going on with it.  But no resolution.  I can post the specific info again if needed....

    What do you have now with your csv editing?

  8. 20 minutes ago, Iceburg71 said:

    Nope, that didn't work.  error I got from that command below....

     

    2023-06-19T17:00:47 55.209 ERR XML loader: Patching 'entitygroups.xml' from mod 'IceBurg_Animals_Overhaul' failed:
    2023-06-19T17:00:47 55.214 EXC XML.Patch (/Iceburg/csv, line 14 at pos 2): XPath evaluation failed: Expression must evaluate to a node-set.
     

     

     

    the second part is animalboar and not animalBoar like in the first part. 

     

    I can look closer tomorrow morning

  9. 14 minutes ago, Iceburg71 said:

    And so close...  tried more complex logic in it.

        <csv xpath="/entitygroups/entitygroup/text()[contains(., 'animalBoar') and text()[not contains(., 'animalboar,']]" delim="\n" op="add" >animalIceburgBabyBoar</csv>>

     

    Getting an invalid token..  I know it is just a formatting error, 

     

    one of the other ones I tried gave me the error that the expression must evaluate to a node set.

        <csv xpath="/entitygroups/entitygroup/text()[[contains(., 'animalBoar')] and [not contains(., 'animalboar,']]" delim="\n" op="add" >animalIceburgBabyBoar</csv>>
     

     

    15 minutes ago, Iceburg71 said:

    And so close...  tried more complex logic in it.

        <csv xpath="/entitygroups/entitygroup/text()[contains(., 'animalBoar') and text()[not contains(., 'animalboar,']]" delim="\n" op="add" >animalIceburgBabyBoar</csv>>

     

    Getting an invalid token..  I know it is just a formatting error, 

     

    one of the other ones I tried gave me the error that the expression must evaluate to a node set.

        <csv xpath="/entitygroups/entitygroup/text()[[contains(., 'animalBoar')] and [not contains(., 'animalboar,']]" delim="\n" op="add" >animalIceburgBabyBoar</csv>>
     

     

    What about something like this:

     

        <csv xpath="/entitygroups/entitygroup/text()[
        	            [	
                    		contains(., 'animalBoar')
            		        and not (contains(., 'animalboar,'))
                    	]
                    ]" delim="\n" op="add" >animalIceburgBabyBoar</csv>>

     

    Note, not is a function, so you need to wrap its condition inside of  ( ) 

     

  10. 16 minutes ago, Iceburg71 said:

    Yeah, I get the naming in the "contains" part.  I just threw that together and see if it would even work.  My issue is how do i search for "animalDoe" in ALL of the groups?  I think the * is the invalid token error I am getting, thus not letting anything work.  Because it is an error and not a warning.

     

    thanks

     

    Sorry, I misunderstood. Try something like this:

     

    It'll search the contents of the text(), then apply the information to the contains. Note in this case, we don't use the text() within the contains like we have with the other formats, but rather we can use a period.  

     

     <csv xpath="/entitygroups/entitygroup/text()[contains(., 'animalDoe')]">
            animalIceburgBabyDeer"
        </csv>

     

  11. On 6/18/2023 at 2:15 PM, Iceburg71 said:

    Great info on the new system.  But I am struggling to make some code work with the new system for entity groups

     

    Here is my original code that worked GREAT!!

     

        <append xpath="/entitygroups/entitygroup[descendant::entity[@name='animalDoe' and not(@prob='1')]]">
            <entity name="animalIceburgBabyDeer" />
        </append>
        <append xpath="/entitygroups/entitygroup[descendant::entity[@name='animalDoe' and @prob='1']]">
            <entity name="animalIceburgBabyDeer" prob="1" />
        </append>

     

    this basically searched the entire entity groups and placed a new entry when it found a match..

     

    Trying to figure out how to keep that functionality because it kept the size of the mod file MUCH smaller and maintenance was much easier.

     

    Tired this (which I didn't think would work):

        <csv xpath="/entitygroups/entitygroup[@name='*' 
            and contains(text(), 'animalDoe')
            and not(contains(text(), ',')
            ]">
            animalIceburgBabyDeer"
        </csv>
        <csv xpath="/entitygroups/entitygroup[@name='*' 
            and contains(text(), 'animalDoe, 15')
            ]">
            animalIceburgBabyDeer"
        </csv>
     

    I don't think the "*" can work there, and with the error I got, I am pretty sure I am right.

     

    got this error:

    2023-06-18T12:07:37 9190.435 EXC XML.Patch (/Iceburg/csv, line 5 at pos 3): XPath evaluation failed: '/entitygroups/entitygroup[@name='*'    and contains(text(), 'animalDoe')   and not(contains(text(), ',')   ]' has an invalid token.

     

    Any help appreciated...

     

     

     

    The reason this doesn't work:

     

     <csv xpath="/entitygroups/entitygroup[@name='*' 
            and contains(text(), 'animalDoe')
            and not(contains(text(), ',')
            ]">
            animalIceburgBabyDeer"
        </csv>

     

    is because the text() searches all of the entries in, so if it finds a , anywhere, it'll fail to append.

     

    Are you trying to add the BabyDear to the same entry as animalDoe, that has a probability?

     

    If so, you'd want something like this:

     

     <csv xpath="/entitygroups/entitygroup[@name='*' 
            and contains(text(), 'animalDoe,')
            ]">
            animalIceburgBabyDeer"
        </csv>

     

  12. 7 hours ago, arramus said:

    Thank you for introducing some <csv /> for entity groups. Without which, an update to a server side zombies mod would still be on the workbench.

    I wonder if it's possible to introduce some more 'complex' integrations (at least for me) for what would have previously been:
     

        <insertAfter xpath="/entitygroups/entitygroup[ starts-with(@name, 'scoutHordeStageGS')]/entity[@name='zombieArleneRadiated']">
            <entity name="zombieSMGArlene" prob="0.9"/>
        </insertAfter>

     

    and with an additional condition for the purpose of feeding into a group only when that entity appears since there is a habit to have them as placemarkers with prob 0.:

     

        <insertAfter xpath="/entitygroups/entitygroup[ starts-with(@name, 'ZombieGhostTownGroupGS')]/entity[@name='zombieArleneRadiated' and not(@prob='0')]">
            <entity name="zombieSMGArlenePLUS" prob="0.2"/>
        </insertAfter>

     

    The tricky part is that the text() of the entitygroups node is treated as a solid text, and contains new lines. This limits the usage of starts-with / ends-with, and leaves us with contains(). From previous tutorials, we've talked about the power, and danger, of contains, since "meow" can be found in "homeowner". This needs to be as precise as possible.

     

    <csv xpath="/entitygroups/entitygroup[ 
                	starts-with(@name, 'ZombieGhostTownGroupGS') 
                	and contains(text(), 'zombieArleneRadiated')
                ]">
      zombieSMGArlenePLUS, 0.2
    </csv>

     

    Now, as an exercise, I wanted to see if we could target things very specifically. Let's say we wanted to add the zombieSMGArlenePLUS (which sounds terrifying), to each zombieArleneRadiated that did not have a probability of .7. This may not ever occur, so the information is just an example.

     

    <csv xpath="/entitygroups/entitygroup[ 
                	starts-with(@name, 'ZombieGhostTownGroupGS') 
                	and contains(text(), 'zombieArleneRadiated') 
                	and not( contains(text(), 'zombieArleneRadiated, .7' ))
                ]">
      zombieSMGArlenePLUS, 0.2
    </csv>

     

    That assumes the formatting is correct, in that the probability is added to the line with a , a space, followed by a number.

     

    Reminder that the "not" is a function of xpath, so it must contain the (  ) around the condition.: ie:   not ( blah = blah )

     

    Using the above syntax, you could swap out the not conditions with zombieBoeRadiated.

     

    <csv xpath="/entitygroups/entitygroup[ 
                	starts-with(@name, 'ZombieGhostTownGroupGS') 
                	and contains(text(), 'zombieArleneRadiated') 
                	and not( contains(text(), 'zombieBoeRadiated' ))
                ]">
      zombieSMGArlenePLUS, 0.2
    </csv>

     

    ZombieSMGArlenePlus would not be added to any group that contains zombieArleneRadiated and zombieBoeRadiated. She would, however, be added to any entitygroup with a zombieArleneRadiated.

     

    Changing zombieBoeRadiated to zombieBoe would open up the search a lot more, and reduce her spawning, since it'd match zombieBoeRadiated, zombieBoe, and zombieBoeFeral. 

     

    The contains( text() calls re-parse the entire node looking for the target, so the entities do not need to be directly below or above them, just inside the same text() itself.

  13. On 6/13/2023 at 9:04 AM, nanaandbobo said:

    Hi all -

    I have a player who needs a specific entity removed from the game (the snake) - I've used your example, and here's what I came up with but can't get it to work:

     

    <csv xpath="/entitygroups/entitygroup[@name='Snakegroup']/text()" delim="\n" op="remove" >animalSnake</csv>
    <csv xpath="/entitygroups/entitygroup[@name='Snakegroup']/text()" delim="\n" op="add" >zombieJoe</csv>
     

    What have I missed? The snakes remain in the game.

     

    Thanks to anyone who can help with this (and thanks especially to u/sphereii for posting this initially).

     

    try  "SnakeGroup" with a capital G in Group.

  14. 1 minute ago, boban said:

    I tested it with couple of other older mods (Starvation, DF, Valmod) and all of them don't work. I think the version selector doesn't work for that (or I'm totally missing some setting or button to press):

     

    image.png.cbbf3fb530e98dc328d4be51b766dadc.png

     

    It's trying to use the API to read version numbers. Maybe the API was different for those older mods. 

  15. 6 minutes ago, boban said:

     

    I did that. What I showed on the next screen is result of that. I showed it the path to my local vanilla copy of A16, pressed 'clone' (it did that), but it says "no version selected" and I can't select any version from the drop down below (tested it on 2 versions of war of the walkers and undead legacy for A16)

     

    Its possible that some of the older mods just don't work with him. I'd have to investigate why they aren't working.

  16. Alpha 21 has introduced a new xpath hook for us to use: <csv />

     

    The existing xpath hooks remain unchanged.

     

    <csv allows us to better manipulate some values stored in lists.

    Structure:

    <csv
        xpath="//XML/path/to/the/attribute/values"
        delim="" 
            Single character that defines how the list is seperated. 
            For examples:
                delim=","  <!-- This is default if ommitted -->
                delim=":"
                delim="\n" <!-- this indicates it's seperated by a new line -->
        op="add" / op="remove"
            Add or remove from the list.
            
        >Values to add or remove</csv> <!-- Wild cards may be used ( * ) on the remove operation. -->


        
            
    For example, if you wanted to remove the keystoneBlock ( Land Claim block ) from the starting list, you would have previously had to do a <set on it to replace the entire line.

     

    XML:

        <property name="ItemsOnEnterGame.GameModeSurvival" value="drinkJarBoiledWater,foodCanChili,medicalFirstAidBandage,meleeToolTorch,keystoneBlock,noteDuke01"/>
        <property name="ItemsOnEnterGame.GameModeSurvivalSP" value="drinkJarBoiledWater,foodCanChili,medicalFirstAidBandage,meleeToolTorch,keystoneBlock"/>
        <property name="ItemsOnEnterGame.GameModeSurvivalMP" value="drinkJarBoiledWater,foodCanChili,medicalFirstAidBandage,meleeToolTorch,keystoneBlock"/>

     

    Old <set:

     <set xpath="/entity_classes/entity_class[@name='playerMale']/property[starts-with(@name, 'ItemsOnEnterGame')]/@value" >drinkJarBoiledWater,foodCanChili,medicalFirstAidBandage,meleeToolTorch,noteDuke01</set>

     

    New <csv: 

       <!-- Removes the keystoneBlock, and the extra comma -->
        <csv xpath="/entity_classes/entity_class[@name='playerMale']/property[starts-with(@name, 'ItemsOnEnterGame')]/@value" delim="," op="remove" >keystoneBlock</csv>
    
        <!-- Add a pipe rifle to the starting list -->
        <!-- You can still use <append to add to this list, but you will need to add in the comma yourself. -->
        <csv xpath="/entity_classes/entity_class[@name='playerMale']/property[starts-with(@name, 'ItemsOnEnterGame')]/@value" delim="," op="add" >gunRifleT0PipeRifle</csv>

     

    This can also be used to manipulate other lists, such as Tags:

        <property name="Tags" value="entity,player,human"/>
    
        <csv xpath="/entity_classes/entity_class[@name='playerMale']/property[@name='Tags']/@value" delim="," op="add" >zombie</csv>
        <csv xpath="/entity_classes/entity_class[@name='playerMale']/property[@name='Tags']/@value" delim="," op="remove" >entity</csv>


    Entitygroups.xml has seen some changes for A21. 

     

    You may still use set, append, and the other xpaths to add new / remove entire groups. 

     

    Entitygroups does not have an attribute or sub-nodes in which to add or remove entities from the list, so we cannot use the other xpath commands.

    Instead, these are defined in the "text" area of the XML, and you would use the special xpath keyword: text() instead of the traditional @value.

     

    Example:

        <entitygroup name="ZombiesAll">
            zombieBoe
            zombieJoe
            zombieSteve
            <!-- snipped /modified for brevity and example -->
            zombieBiker, .3
            zombieBikerFeral, .3
            zombieBiker
            zombieFatHawaiian, .3
        </entitygroup>

     

    However, to manipulate an existing group, you will need to use <csv, with a delimiter of new line ( "\n" ).

     

        <!-- Remove the zombieTomClark from the ZombiesAll -->
        <csv xpath="/entitygroups/entitygroup[@name='ZombiesAll']/text()" delim="\n" op="remove" >zombieJoe</csv>
        
        <!-- Remove the zombieBiker, using a wild card -->
        <!-- This would hit zombieBikerFeral, and any zombieBiker with a probability. -->
        <csv xpath="/entitygroups/entitygroup[@name='ZombiesAll']/text()" delim="\n" op="remove" >zombieBiker*</csv>
        
        <!-- To add to an existing group, spread it over multiple lines -->
        <csv xpath="/entitygroups/entitygroup[@name='ZombiesAll']/text()" delim="\n" op="add" >
            zombieFatHawaiian2, .3
            zombieFatHawaiian3, .3
            zombieFatHawaiian4, .3
            zombieFatHawaiian5, .3
        </csv>


     

  17. 57 minutes ago, RagingHamstr said:

    I need help. I tried uploading the mod to the server I rent and it crashes. I even uploaded it without the video file. How can I upload it to the server to work. I have it working on single player no problem. I am so frustrated because this is a great mod, but I can’t play it on the rented server.  Anyone have any ideas? Is there a server mod version to run? 

    do you have the log files from the server?

  18. On 5/2/2023 at 7:59 AM, Rygaldo said:

    Re,

    I made the translation of the all mod in FR.

    All works fine and with my files, you have english and french language available.

    The only thing I can't traduce is the modlet folder named 'OcbEnclosedSpace'... There is no location file and I don't know how to make one ... So if there is one in the future, I can do it, but for now I can't.

    You can find the ZIP contening all traductions here :

    https://anonfiles.com/H2YeJ3obzb/WinterProject_A20_6_Traduct_FR_Mods_WinterWeen_zip

     

    Just have to open the ZIP file, extract and paste the 'mods' folder. Like this all 'location.txt' will be replaced.

    You can had this to the overhaul mod download and tell the french language is add to the mod ;)

    Rygastan.
    (I know, I suscribed with rygaldo but it's because I can't find my logs at this time ...)

    Thank you so much. We'll add that in for the next update.

  19. 7 hours ago, Rygaldo said:

    hello,

     

    Big Thx for the overhaul mod ;)

    The idea is good and the difficulty is great. 👍

    I have a prob...

    When I take a mission from the trader, where I must take the things in the bag, all starts good but after a hammer blow or a shovel blow near the place or house, sudunly, all starts to collapse like you can see on the capture. I don't know if it's normal and if I am the onlyone having this, but I think no. And some times the mission became off because the item I must find is destruct in the collapse...

    I don't know if there is a connection with the type of mission but, it's often when I must find the bag and take what's in it...


    Hope it's nothing bad...

    Rygaldo

    spacer.png

     

    Hmm, I'll take a look. Was it a Retrieve The Supplies quest? 

     

    Did it happen only once, or is it happening for each of those quets?

     

  20. 6 minutes ago, Xorb said:

    Thank you for the quick reply, sphereii, much appreciated...=) I'm also assuming any generated map will do?

     

    Thanks again,

    Xorb

    That's correct. Any map will do :) Some people include compo pack, and that seems to work too.

  21. 1 hour ago, Xorb said:

    Hey there, Winterween looks very interesting and I'm looking forward to checking it out. Couple questions; do I need to copy over more than just the contents of the Mods folder to my server? Also, I assume this is not just a group of server side mods and it will need to be present on the client end as well?

     

    Thanks,

    Xorb

    Just the Mods folder is all you need on the server. Clients will also need to have the same copy of the Mods folder installed.

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