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CrypticGirl

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About CrypticGirl

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  1. It was Caterpie. I hadn't tested with very many of them, however.
  2. Okay, I did get it to work. It's just a very tricky hitbox. XD
  3. Thanks again for updating! It looks like some things have changed. For instance, can you not return your Pokemon to their Pokeballs anymore (outside of when they're defeated)? When they wander off and you never see them again, are they really yours?
  4. CrypticGirl

    Telrics Pokemod

    Okay, thanks again. Sorry to be a pain...
  5. CrypticGirl

    Telrics Pokemod

    Yes, but as I said, those yellow links lead to this post, which has the old A18 download link.
  6. CrypticGirl

    Telrics Pokemod

    I see it on the list, but the the links lead back to this post, where the main post hasn't been edited since last April. I see no download links in the post you linked.
  7. CrypticGirl

    Telrics Pokemod

    Ohh, thank you!! I haven't updated to A19.2 yet, so I'll try it on 19.1 and see if it works... EDIT: Is the download link updated? I only see a 2.0 download, which was uploaded in April...
  8. CrypticGirl

    Telrics Pokemod

    Aww, I was hoping it'd be updated, because I enjoyed it. Although I can see why it wasn't popular. The Pokemon were useless in fighting zombies or building your bases. The Pokemon training thing was just something to do when you got bored, lol.
  9. Sounds like some cool stuff. I especially like the craftable trader. However, it's generally not a good idea to have so many different ingredients for a single recipe, as the vanilla crafting menu can only display five different ingredients. Therefore, players are going to be confused when they have all of the ingredients shown and still can't craft the item because they don't have the ingredients that can't be displayed, and have no idea what additional ingredients are required. If you want to make the recipe expensive, it's better to raise the quantity of each ingredient.
  10. Yeah, it does work. Thanks for the quick fix. And it's good to know it wasn't caused by one of the other modlets I was using, lol...
  11. Okay, thanks. I don't plan on updating the game until 19.1 goes stable, so in the meantime, I'll just replace the cops in the current files...
  12. Okay, I went into the spawn menu and spawned in each zombie to see which one was causing the NRE's. It's the zombie cops that are doing it, all three variations (normal, feral, and radiated). I don't know why, though...
  13. Yeah, I have the Romero mod installed in a separate directory than the Steam game (because it's DMT and I don't want to screw up the main directory). The latest output log in that directory was created on 9/11/2020. It's now the 18th. So why isn't it generating the log (and I just exited the Romero game a few minutes ago).
  14. I have an issue where I get an endless string of NRE's half the time when a certain entity tries to spawn in. It seems to happen with a wandering horde, or when sleepers try to spawn in. Unfortunately I don't know what entity is causing it. The NRE's only stop when I use the killall command. The game doesn't seem to generate an output log with EAC disabled, so I don't know what to do. It stinks, because the wandering hordes are half the fun of this mod.
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